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Mobile Games - France

France
  • In France, revenue in the Mobile Games market market is projected to reach US$1.41bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.63%, leading to a projected market volume of US$1.94bn by 2029.
  • Within the Mobile Games market market in France, the number of users is anticipated to reach 23.5m users by 2029.
  • User penetration in France will be 30.5% in 2024 and is expected to increase to 35.9% by 2029.
  • In a global context, the majority of revenue will be generated United States, with US$34.30bn in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in France is projected to amount to US$71.11 in 2024.
  • In France, the mobile games market is increasingly integrating augmented reality features, enhancing user engagement and reflecting a growing trend towards immersive gaming experiences.

Definition:

The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.

In-Scope

  • Gaming-applications for smart devices such as smartphones and tablets
  • Paid app-downloads (single purchases) such as Minecraft
  • Freemium games that are free to download, but allow in-app-purchases such as Candy Crush Saga and Subway Surfers

Out-Of-Scope

  • Physical video games for mobile consoles/handhelds
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 Mobile Games market in France has seen significant growth in recent years, driven by changing customer preferences and local special circumstances.

    Customer preferences:
    French consumers have shown a growing interest in mobile gaming, with the market experiencing a surge in popularity. This can be attributed to the convenience and accessibility of mobile games, as smartphones have become an integral part of people's daily lives. Additionally, the wide variety of game genres and the availability of free-to-play options have attracted a diverse range of players.

    Trends in the market:
    One of the key trends in the French mobile games market is the rise of casual gaming. Casual games, which are easy to learn and can be played in short bursts, have gained popularity among a wide audience, including both traditional gamers and casual players. This trend is driven by the increasing number of mobile game developers focusing on creating simple yet engaging games that can be enjoyed by anyone. Another trend in the market is the growing popularity of multiplayer mobile games. With the advancement of mobile technology and the widespread availability of high-speed internet, players can now connect and compete with others in real-time. This has led to the rise of mobile esports, where players can participate in competitive tournaments and win prizes. The social aspect of multiplayer gaming has also contributed to its popularity, as players can interact with friends and form communities within the games.

    Local special circumstances:
    France has a strong gaming culture and a vibrant gaming community, which has contributed to the growth of the mobile games market. The country has a rich history in the video game industry, with several successful game developers and publishers based in France. This has created a supportive ecosystem for mobile game development, with access to talent, resources, and funding. Additionally, the French government has implemented favorable policies to promote the growth of the gaming industry, providing tax incentives and funding opportunities for game developers.

    Underlying macroeconomic factors:
    The growth of the mobile games market in France is also influenced by underlying macroeconomic factors. The country has a high smartphone penetration rate, with a large portion of the population owning a smartphone. This provides a large potential market for mobile games. Furthermore, the increasing disposable income and leisure spending of French consumers have contributed to the growth of the gaming industry as a whole. As people have more discretionary income, they are more willing to spend on entertainment, including mobile games. In conclusion, the Mobile Games market in France has experienced significant growth due to changing customer preferences, such as the rise of casual gaming and multiplayer mobile games. The local special circumstances, including the strong gaming culture and supportive government policies, have also contributed to the market's development. Additionally, underlying macroeconomic factors, such as high smartphone penetration and increasing disposable income, have provided a favorable environment for the growth of the mobile games market in France.

    Users

    Most recent update: Nov 2024

    Source: Statista Market 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 Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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