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Summary and extracts
1 Market overview
1.1 Introducing and defining the video game market
A video game is an electronic game with which the user, the player, can interact in a playful way. A variety of digital media can be used to play video games:
- computers ;
- game consoles ;
- cell phones and smartphones :
- tablets ;
- etc.
The video game market involves several types of players, the main ones being development studios, publishers, distributors and hardware manufacturers. However, the boundaries between these different categories are porous, and a single company can play several roles. Market leaders are generally present at all stages of the value chain.
Over the years, video games have established themselves as a major cultural sector. The market almost doubled in size between 2015 and 2023, and could grow at a compound annual growth rate (CAGR) of 4.1% between 2022 and 2030. Mobile games are booming, and now generate almost half of all sales in this sector.
This dynamic is mirrored in France, where the video game industry is growing in importance year on year, driven by the undeniable success of consoles and the growing importance of mobile games. By 2023, over 70% of the French population will be playing video games, including over 90% of 10-17 year-olds and 87% of 18-34 year-olds.
Video games therefore benefit from a fertile breeding ground for continued growth. It concerns all categories of the population, spreads across a variety of media familiar to consumers, and benefits from constant technological innovation (improved console performance, graphical rendering of games, virtual reality, cloud gaming, etc.).
The diversity of business models in place in the sector, from single-unit sales to subscription services and the microtransactions present in free-to-play or freemium titles, also offers industry players a wide range of options for optimizing their revenues.
1.2 The global market has been growing for many years
The global video game market has been in a clear growth phase since the early ****s. In ****, the Covid-** crisis played in its favor, enabling it to accelerate sharply and settle permanently above the $*** billion mark.
After a slight dip in **** due to the post-Covid downturn and supply difficulties in the ...
1.3 French market to reach record levels in 2023
The French video game market topped * billion euros in sales for the first time in ****, representing growth of *.*% compared to **** and **.*% compared to ****, the last pre-Covid-** year.
However, this significant increase is still linked to a specific post-Covid environment. While the video game market remains buoyant, these impressive results should be ...
1.4 France is a major importer of video game consoles and machines
The figures in this section are taken from the CN* code ********, concerning video game consoles and machines (***). They come from the foreign trade website managed by French customs.
In **** and ****, France imported over €* billion worth of video game consoles and machines, nearing the €*.* billion mark in ****. By comparison, its exports in ...
2 Demand analysis
2.1 The French and video games
**.* million French people aged ** and over played video games at least occasionally in ****, representing over **% of the national population. More than half played very often: **% several times a day, **% every day or almost every day.
How often the French play video games France, ****, in Source: ****
All age and gender categories are ...
2.2 French video game purchasing behavior
**% of all French people had bought at least one video game in the last twelve months by ****. The proportion rises to **% among gamers. While the appeal of the game itself and its world remain the main criteria when making a purchase, price and the gamer's entourage are also important factors in ...
2.3 Different assessments of the major video game players
The French are more familiar with console manufacturers than with publishers. The Nintendo, PlayStation (***).
Aided awareness of several major video game companies among French consumers France, ****, in Source: ****
The level of appreciation also differs widely according to gender and age group. Activision, associated in particular with the war title Call of ...
2.4 Favourite genres and best-selling video games in France
Mobile and casual games will top the list of genres most played by the French in ****. Several genres follow close behind, such as role-playing and adventure games, platform games and sports games. Multiplayer games come eighth. On average, a French gamer plays three different game genres.
Most popular video game genres ...
2.5 Stable digital equipment rates
The main media used to play video games are as present as ever among the French. Between **** and ****, the equipment rate for game consoles and computers hardly changed at all, gaining just *.* points for consoles and *.* points for computers. On the other hand, the rate for smartphones has risen by *.* ...
3 Market structure
3.1 Value chain and market organization
The video game market can be broken down into several key players:
Development studios design games. They may be independent or part of a larger group. Publishers are responsible for publishing, distributing and promoting the game. They may also intervene upstream to help finance the game. Some publishers have their own ...
3.2 French studios concentrated in the Paris region
In ****, there were almost *** video game studios in France, representing **% of the total number of companies active in the French video game industry. Most of these are small companies: **% had annual sales of less than ***,*** euros, and only **.*% had sales in excess of ** million euros. [***]
Just under half of all studios ...
3.3 Dynamic publishers in France and around the world
Publishers are the main players in the video game market. Their role is central, and they can also combine the functions of developer and distributor. The biggest publishers generate several billion dollars in sales every year.
To consolidate their position against the competition in this growing market, but also to position ...
3.4 Increasingly paperless distribution
Video game distributors fall into two broad categories: physical and dematerialized. The former have physical sales outlets and sell games, in CD form, as well as consoles and accessories. They also focus on resale and second-hand games, a segment that is still relevant in the video game industry. The latter are ...
4 Offer analysis
4.1 A software-dominated offering
The video game market can be divided into two main segments: hardware and software.
Hardware includes :
game consoles, which can be fixed (***) or portable ; computers and smartphones, whether dedicated to gaming or not; accessories (***)
For its part, software refers to :
video games, whether on consoles, PCs or mobiles ; additional content linked ...
4.2 Rising prices for the biggest games
The production price index for French electronic game publishers (***) has been falling sharply since ****. However, this trend seems to be specific to France, where there are more small, lower-cost publishers than large, globally active groups.
evolution of the production price index in electronic game publishing France, ****-****, base *** in **** Source: ****
internationally, ...
4.3 A diversity of business models
Single-unit sales remain central
Single-unit sales of games remain fundamental to the video game industry. Publishers are able to devote an ever-increasing budget to their productions, not only because sales have risen in recent years, but also because they are able to recoup more revenue through digital sales, where costs and ...
4.4 Virtual reality and cloud gaming develop slowly
Virtual reality: still a small segment
Heralded as a major technological development, virtual reality (***) has yet to deliver on all its promises. In video games, the segment still suffers from a lack of major titles, with production remaining stable over the last few years and not increasing. On Steam, the leading ...
4.5 Esport, a tool for attracting newcomers to the video game industry
**.* million people consumed or practiced esports in France in ****. [***]
Sales generated by the French esports sector almost quadrupled between **** and ****, rising from €** million to €*** million, representing average annual growth of **%. Taking into account the adjustment linked to the overall representativeness rate of the players concerned by the study carried out by ...
5 Regulations
5. Regulations
The PEGI rating system
The PEGI (***). It evaluates video games and mobile applications according to their content, then classifies them according to a recommended minimum age for accessing that content:
* years * years old ** years old ** years old ** years
The system also highlights the presence of certain elements:
foul language violence scenes ...
6 Positioning the players
6. Player segmentation
- Activision Blizzard
- Nintendo
- Electronic Arts
- Gameloft
- Focus Entertainment
- Ankama Games
- Quantic Dream
- Arkane Studios
- Homa Games
- Voodoo
- Plug In Digital
- Ubisoft
- Gamecash
- Gamestream
- Micromania-Zing
- Motion Twin
- Nacon (Bigben Interactive)
- Microids
- Bandai Namco Entertainment
- Sony Interactive Entertainment
- Take-Two Interactive
- Tencent Games
- NetEase Games
- Valve
- Epic Games
- Capcom
- Riot Games
- Shadow
List of charts presented in this market study
- Sales trends in the global video game market
- Breakdown of video game sales by type of platform
- Breakdown of video game sales by region
- Sales trends in the French video game market
- Breakdown of video game market sales by type of ecosystem
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Video game market | France
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