Streaming - France

  • France
  • The Streaming market in France is expected to generate a revenue of US$2.2m in 2024.
  • This revenue is projected to grow at an annual rate of 3.70% (CAGR 2024-2029), resulting in a market volume of US$2.6m by 2029.
  • In 2024, China dominates the Streaming market with a projected market volume of US$40.5m.
  • By 2029, the number of Streaming market users in France is expected to reach 12.3m users.
  • The user penetration rate is projected to increase from 16.0% in 2024 to 18.8% by 2029.
  • The average revenue per user (ARPU) in the French Streaming market is expected to be US$0.2.
  • France has seen a surge in the popularity of streaming platforms for Esports, with Twitch becoming the go-to choice for gamers and viewers alike.

Key regions: Germany, United States, China, India, South Korea

 
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Analyst Opinion

The eSports streaming market in France is experiencing minimal growth due to factors such as limited audience reach and lack of mainstream acceptance. However, the convenience of online streaming and increasing interest in eSports may drive future growth.

Customer preferences:
As the eSports market continues to grow in popularity in France, there has been a significant increase in the demand for live streaming of gaming events. This trend is driven by the younger demographic, who are highly engaged with gaming culture and prefer to consume content online. Additionally, the rise of social media and influencer marketing has further fueled the growth of streaming platforms, as consumers seek to connect with their favorite eSports personalities and teams in real-time. This shift towards digital consumption and engagement reflects the changing preferences and lifestyle habits of the modern French consumer.

Trends in the market:
In France, the eSports market is experiencing a surge in streaming services, with more platforms offering live coverage of tournaments and events. This trend has been fueled by the increasing popularity of eSports among younger generations and the rise of online gaming. As a result, industry stakeholders are investing heavily in streaming technology and partnerships to cater to the growing demand. This trend is expected to continue, with potential implications for revenue growth and audience engagement in the eSports market.

Local special circumstances:
In France, the eSports Streaming Market is growing rapidly due to the country's strong gaming culture and advanced technology infrastructure. The market is heavily influenced by the country's strict regulations on traditional sports betting, leading to a surge in online betting on eSports events. Additionally, France's vibrant gaming community has fostered a high demand for live streaming platforms, resulting in the emergence of local, specialized streaming services. The country's rich history in competitive gaming and its supportive government policies have also played a significant role in fueling the growth of the eSports Streaming Market in France.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in France is influenced by macroeconomic factors such as technological advancements, government support, and consumer spending. France has a strong economy with a high level of digital infrastructure and government support for the eSports industry. Additionally, the increasing popularity of eSports among French consumers and the growing number of digital platforms for streaming eSports events are driving the growth of the market. Furthermore, the rise in disposable income and favorable consumer spending habits in France are contributing to the growth of the Streaming Market within the eSports Market in the country.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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