Games - France
- France
- In France, revenue in the Games market is projected to reach €9.06bn in 2025.
- Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 6.17%, resulting in a projected market volume of €11.51bn by 2029.
- In a global context, the highest revenue will be generated United States, which is expected to reach €129,200.00m in 2025.
- Within the Games market in France, the number of users is anticipated to amount to 32.4m users by 2029.
- User penetration in France will be 45.2% in 2025 and is expected to increase to 49.5% by 2029.
- The average revenue per user (ARPU) in France is expected to amount to €902.30.
- In France, the Games in the Media market is increasingly embracing immersive technologies, enhancing user engagement and reshaping traditional gaming narratives.
Key regions: United Kingdom, Germany, India, United States, South Korea
Analyst Opinion
The Games Market within the Media Market in France is witnessing moderate growth, influenced by factors such as evolving consumer preferences, advancements in gaming technology, and the increasing popularity of mobile gaming, which collectively shape the market dynamics.
Customer preferences: Consumers in France are increasingly gravitating towards immersive gaming experiences, reflecting a desire for social connectivity and interactive storytelling. The rise of online multiplayer games and virtual reality platforms caters to younger demographics seeking shared experiences, while older gamers are drawn to nostalgia-driven titles. Additionally, the growing emphasis on inclusivity in game design resonates with diverse audiences, fostering a richer cultural representation. This shift highlights a broader trend of gaming as a social and communal activity, rather than mere entertainment.
Trends in the market: In France, the Games Market is experiencing a surge in demand for cross-platform gaming, enabling players to engage seamlessly across devices. This trend is significant as it fosters a more inclusive gaming community, allowing friends and families to connect regardless of their hardware. Additionally, the rise of mobile gaming continues to attract diverse audiences, particularly younger players who prioritize accessibility. Gamification in education and wellness apps is also on the rise, enhancing engagement and promoting positive behaviors, thus broadening the potential market for stakeholders.
Local special circumstances: In France, the Games Market thrives on a rich cultural heritage that values creativity and innovation, influencing game development and storytelling. The country’s strong emphasis on digital rights and intellectual property fosters a protective environment for creators, encouraging unique local content. Furthermore, regulatory support for video games as a cultural industry promotes public funding for projects, enhancing the market's diversity. Additionally, France's robust infrastructure for high-speed internet access supports seamless online gaming experiences, further driving engagement across different demographics.
Underlying macroeconomic factors: The Games Market in France is significantly shaped by macroeconomic factors such as national economic stability, consumer spending patterns, and global market trends. A strong French economy, characterized by rising disposable incomes and a robust middle class, enhances consumer willingness to invest in gaming products and experiences. Additionally, favorable fiscal policies, including tax incentives for game developers, stimulate local production and innovation. Global trends, such as the increasing popularity of e-sports and mobile gaming, further drive market growth. The integration of advanced technologies, like virtual and augmented reality, also fuels investment, ensuring the Games Market remains competitive on an international scale.
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.Vue d’ensemble
- Revenue
- Analyst Opinion
- Users
- Demographics
- Global Comparison
- Methodology
- Key Market Indicators