Games Live Streaming - France

  • France
  • Revenue in the Games Live Streaming market is projected to reach US$423.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.18%, resulting in a projected market volume of US$571.80m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 26.3m users by 2029.
  • User penetration will be 29.6% in 2024 and is expected to hit 40.2% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$22.04 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in France has experienced significant growth in recent years, fueled by the increasing popularity of online gaming and the rise of esports.

Customer preferences:
In France, there is a strong demand for live streaming platforms that allow gamers to watch and interact with their favorite streamers in real-time. Gamers appreciate the convenience and accessibility of live streaming, as it allows them to watch high-quality gameplay from the comfort of their own homes. Additionally, the interactive nature of live streaming platforms enables gamers to engage with streamers and other viewers through chat features, creating a sense of community and fostering a social aspect to gaming.

Trends in the market:
One of the key trends in the Games Live Streaming market in France is the growing number of professional esports players and tournaments. Esports has gained significant traction in recent years, with major tournaments attracting millions of viewers both online and in-person. This has led to an increased demand for live streaming platforms that provide comprehensive coverage of esports events, allowing fans to watch their favorite teams and players compete in real-time. Another trend in the market is the emergence of influencer marketing within the gaming industry. Influencers, who are popular streamers or professional gamers with a large following, have become key players in promoting games and driving engagement. Game developers and publishers often collaborate with influencers to showcase their games through live streaming, leveraging their reach and influence to attract a wider audience.

Local special circumstances:
France has a vibrant gaming culture, with a large community of gamers and a strong presence of gaming events and conventions. This has created a favorable environment for the growth of the Games Live Streaming market, as gamers are eager to stay connected with the latest trends and developments in the gaming industry. The country also has a well-developed internet infrastructure, providing reliable and high-speed internet connections that are essential for a seamless live streaming experience.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in France can be attributed to several underlying macroeconomic factors. The increasing affordability and availability of smartphones and other mobile devices have made it easier for gamers to access live streaming platforms on the go. Furthermore, the rise of social media platforms and the widespread adoption of online communication tools have facilitated the sharing and promotion of live streaming content, further driving the growth of the market. In conclusion, the Games Live Streaming market in France has experienced significant growth due to the increasing popularity of online gaming, the rise of esports, and the demand for interactive and social gaming experiences. The country's vibrant gaming culture, well-developed internet infrastructure, and underlying macroeconomic factors have contributed to the expansion of the market. As the gaming industry continues to evolve, the Games Live Streaming market in France is expected to further thrive and innovate to meet the changing needs and preferences of gamers.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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