Games - France

  • France
  • Revenue in the Games market is projected to reach US$8.72bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.40%, resulting in a projected market volume of US$11.89bn by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 32.4m users by 2029.
  • User penetration will be 43.8% in 2024 and is expected to hit 49.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$967.00.

Key regions: Europe, China, India, Japan, United States

 
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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.

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.

Overview

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