Games Live Streaming - France

  • France
  • In France, revenue in the Games Live Streaming market is projected to reach US$475.60m in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 4.71%, leading to a projected market volume of US$571.80m by 2029.
  • In this market in France, the number of users is anticipated to total 26.3m users by 2029.
  • User penetration in France will be 32.9% in 2025, and it is expected to increase to 40.2% by 2029.
  • In a global context, the highest revenue will be generated China, with US$2,918.00m in 2025.
  • The average revenue per user (ARPU) in France's Games Live Streaming market is projected to reach US$22.25 in 2025.
  • In France, the games live streaming market is experiencing a surge in popularity, driven by an increase in esports engagement and community interaction.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming Market in France is experiencing substantial growth, fueled by the rise of esports, increasing engagement from gamers, and the popularity of interactive streaming platforms that enhance viewer experiences and community building.

Customer preferences:
Consumers in France are increasingly gravitating towards interactive gaming experiences, reflecting a broader trend in the Games Live Streaming Market. As gaming becomes a social activity, viewers are seeking platforms that offer real-time engagement with streamers, fostering a sense of community. Additionally, the rise of mobile gaming has attracted a younger demographic, while older gamers are exploring nostalgic titles, showcasing a diverse range of preferences. This convergence of age groups and interests is reshaping content offerings and influencing platform development in the industry.

Trends in the market:
In France, the Games Live Streaming Market is experiencing a surge in interactive gaming platforms that facilitate real-time viewer engagement. This trend is significant as it aligns with the growing popularity of gaming as a social activity, where communities are formed around shared interests. Additionally, the rise of mobile gaming is attracting a younger audience, while older gamers are increasingly drawn to nostalgic titles. This diversification of player demographics is reshaping content offerings and driving platform innovations, prompting industry stakeholders to adapt their strategies to cater to a broader range of preferences and enhance user experiences.

Local special circumstances:
In France, the Games Live Streaming Market is influenced by a rich gaming culture and strong community engagement, shaped by the country’s historical ties to video gaming. The French government supports the digital economy through favorable regulations and funding for esports, promoting local talent and events. Additionally, the diverse linguistic landscape fosters tailored content for various regions, enhancing viewer connection. The increasing popularity of platforms like Twitch and YouTube Gaming reflects a shift towards interactive experiences, further solidifying gaming’s role in French social life.

Underlying macroeconomic factors:
The Games Live Streaming Market in France is influenced by several macroeconomic factors, including the growing digital economy, favorable fiscal policies, and increasing consumer spending on entertainment. The French government's commitment to supporting the tech industry through grants and tax incentives fosters innovation within the gaming sector. Additionally, the rise of esports as a legitimate form of entertainment attracts significant investment, further boosting market growth. Global trends, such as the shift towards digital consumption and the increasing importance of social connectivity, also play a crucial role in shaping viewer preferences and driving engagement within the market.

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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