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Games - France

France
  • In France, revenue in the Games market is projected to reach US$9.23bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.49%, resulting in a projected market volume of US$12.64bn by 2029.
  • In a global context, the highest revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within the Games market in France, the number of users is anticipated to amount to 32.4m users by 2029.
  • User penetration in France will be 43.8% in 2024 and is expected to increase to 49.5% by 2029.
  • The average revenue per user (ARPU) in France is expected to amount to US$967.00.
  • In France, the Games in the Media market is increasingly embracing immersive technologies, enhancing user engagement and reshaping traditional gaming narratives.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in France has been experiencing steady growth in recent years, driven by customer preferences for digital gaming and the increasing popularity of mobile gaming.

    Customer preferences:
    French consumers have shown a strong preference for digital gaming, with a significant shift towards online and mobile gaming platforms. This can be attributed to several factors, including the convenience and accessibility of digital gaming, as well as the increasing quality and variety of games available. Additionally, the rise of esports and competitive gaming has also contributed to the growing interest in digital gaming among French consumers.

    Trends in the market:
    One of the key trends in the French Games market is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and the development of high-quality mobile games, more and more French consumers are turning to mobile devices as their primary gaming platform. This trend is expected to continue in the coming years, as advancements in mobile technology and the availability of high-speed internet connections further enhance the gaming experience on mobile devices. Another trend in the market is the growing interest in virtual reality (VR) gaming. While still relatively niche, VR gaming has gained traction in France, with an increasing number of gamers investing in VR headsets and accessories. This trend can be attributed to the immersive and interactive nature of VR gaming, which offers a unique and engaging gaming experience. As the technology continues to improve and become more affordable, VR gaming is expected to become more mainstream in the French market.

    Local special circumstances:
    France has a strong gaming culture, with a long history of game development and a thriving community of gamers. The country is home to several prominent game development studios, which have contributed to the growth and success of the French Games market. Additionally, the French government has been supportive of the gaming industry, providing funding and incentives for game development and esports events. These factors have helped create a favorable environment for the growth of the Games market in France.

    Underlying macroeconomic factors:
    The growth of the Games market in France can also be attributed to underlying macroeconomic factors. The French economy has been relatively stable in recent years, with a growing middle class and increasing disposable income. This has allowed consumers to spend more on leisure activities, including gaming. Furthermore, the high internet penetration rate in France has facilitated the growth of online gaming, as more consumers have access to high-speed internet connections. These macroeconomic factors have created a favorable market environment for the Games industry in France.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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