Download Games - France

  • France
  • Revenue in the Download Games market is projected to reach US$1.06bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.02%, resulting in a projected market volume of US$1.42bn by 2029.
  • In the Download Games market, the number of users is expected to amount to 19.4m users by 2029.
  • User penetration will be 28.7% in 2024 and is expected to hit 29.7% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$57.05 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in France has been experiencing significant growth in recent years.

Customer preferences:
French consumers have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to several factors. Firstly, downloading games offers convenience as consumers can access their favorite games instantly without having to wait for delivery or visit a physical store. Secondly, downloading games allows for easy storage and accessibility, as consumers can store a large number of games on their devices without the need for physical storage space. Lastly, downloading games often offers a wider selection and variety of titles compared to physical copies, allowing consumers to explore a broader range of gaming experiences.

Trends in the market:
One of the key trends in the Download Games market in France is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more and more consumers are turning to mobile devices for their gaming needs. This trend is driven by the convenience and portability of mobile devices, as well as the availability of a wide range of high-quality games on mobile platforms. As a result, mobile gaming has become a significant segment of the Download Games market in France, attracting both casual and hardcore gamers. Another trend in the market is the growing popularity of online multiplayer games. French gamers are increasingly seeking social and interactive gaming experiences, and online multiplayer games provide the perfect platform for this. These games allow players to connect and compete with others from around the world, fostering a sense of community and engagement. The rise of online multiplayer games has also led to the emergence of esports in France, with competitive gaming tournaments and events gaining traction among both players and spectators.

Local special circumstances:
France has a strong gaming culture, with a large and dedicated community of gamers. The country has a long history of producing successful game developers and publishers, and French gamers are known for their passion and enthusiasm. This vibrant gaming culture has contributed to the growth of the Download Games market in France, as consumers are eager to explore new and innovative gaming experiences.

Underlying macroeconomic factors:
The growth of the Download Games market in France can also be attributed to favorable macroeconomic factors. The country has a high level of internet penetration, with a large percentage of the population having access to high-speed internet. This has facilitated the widespread adoption of online gaming and downloading games. Additionally, the French economy has been relatively stable in recent years, providing consumers with the disposable income to spend on leisure activities such as gaming. In conclusion, the Download Games market in France is experiencing significant growth due to customer preferences for convenience and variety, the rise of mobile gaming and online multiplayer games, the country's vibrant gaming culture, and favorable macroeconomic factors. As the market continues to evolve, it will be interesting to see how these trends shape the future of the Download Games industry in France.

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.

Overview

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