Online Games - France

  • France
  • In France, revenue in the Online Games market is projected to reach US$0.45bn in 2025.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2025-2029) of 3.68%, leading to a projected market volume of US$0.52bn by 2029.
  • Furthermore, the number of users in the Online Games market in France is anticipated to amount to 10.4m users by 2029.
  • User penetration in this market will be 15.1% in 2025 and is expected to increase to 15.9% by 2029.
  • In a global context, the majority of revenue will be generated China, with a figure of US$6,895.00m in 2025.
  • The average revenue per user (ARPU) in the Online Games market in France is projected to be US$45.84 in 2025.
  • In France, the online gaming market is experiencing a surge in popularity, driven by innovative gaming experiences and a strong community engagement.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games Market in France is experiencing moderate growth, influenced by factors like evolving consumer preferences, increased mobile gaming accessibility, and the rise of competitive gaming, which together shape the dynamics of this vibrant sector.

Customer preferences:
Consumers in France are showing a growing preference for socially engaging online gaming experiences, spurred by the rise of community-driven platforms and social interaction features. This trend is particularly pronounced among younger demographics, who favor multiplayer environments that foster collaboration and competition. Additionally, the increasing popularity of streaming platforms has led to a greater interest in esports, as fans seek to connect with their favorite players and teams. Furthermore, the integration of diverse narratives and culturally relevant content is enhancing the gaming experience, making it more appealing to a broader audience.

Trends in the market:
In France, the Online Games Market is experiencing a notable shift towards immersive social gaming experiences, driven by the rise of community-focused platforms that emphasize player interaction. Younger audiences are increasingly gravitating towards multiplayer formats that encourage teamwork and competition, reflecting a desire for connection in digital spaces. Additionally, the surge in esports popularity is fostering fan engagement through streaming services, as viewers seek to support their favorite teams. This trend highlights the importance of culturally relevant narratives, which are broadening the appeal of games and presenting new opportunities for developers and marketers to engage diverse player demographics.

Local special circumstances:
In France, the Online Games Market is shaped by a rich cultural heritage that emphasizes creativity and artistry, influencing game design and storytelling. The country’s regulatory framework, particularly in protecting intellectual property and promoting local content, encourages the development of unique gaming experiences. Additionally, the strong presence of traditional gaming companies alongside indie developers fosters innovation. The emphasis on community and social interaction in gaming aligns with France's cultural values, enhancing player engagement and driving market growth.

Underlying macroeconomic factors:
The Online Games Market in France is significantly influenced by macroeconomic factors such as consumer spending trends, technological advancements, and government policies. The country's robust economy, characterized by stable GDP growth and a rising middle class, boosts disposable income, leading to increased expenditure on gaming. Additionally, France's commitment to digital innovation and infrastructure investment supports the development of advanced gaming technologies. Regulatory frameworks that promote local content creation and protect intellectual property further enhance market dynamics. Global trends, including the rise of mobile gaming and esports, also play a crucial role in shaping consumer preferences and driving market expansion.

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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