Gaming Networks - France

  • France
  • In France, revenue in the Gaming Networks market market is projected to reach €108.90m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.11%, leading to a projected market volume of €139.70m by 2029.
  • In the Gaming Networks market market withFrance, the number of users is anticipated to amount to 4.3m users by 2029.
  • User penetration will be 5.4% in 2024 and is expected to increase to 6.5% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with €702.60m projected for 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in France is projected to amount to €31.10 in 2024.
  • France's gaming networks are increasingly integrating immersive technologies, reflecting a growing consumer demand for innovative experiences in the media market.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in France has seen significant growth in recent years, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
French consumers have shown a strong preference for online gaming and social gaming platforms. This can be attributed to the convenience and accessibility offered by these platforms, allowing users to play games anytime and anywhere. Additionally, the rise of mobile gaming has further fueled the demand for gaming networks in France, as smartphones have become the primary gaming devices for many consumers.

Trends in the market:
One key trend in the Gaming Networks market in France is the increasing popularity of esports. Esports tournaments and events have gained a significant following in the country, attracting both professional gamers and enthusiastic spectators. This trend has led to the emergence of dedicated gaming networks and platforms that cater specifically to the esports community, providing them with a platform to compete, connect, and engage with other players. Another trend in the market is the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming networks. These immersive technologies enhance the gaming experience by providing users with a more realistic and interactive gameplay. French consumers have shown a growing interest in VR and AR gaming, leading to the development of gaming networks that support these technologies.

Local special circumstances:
France has a vibrant gaming culture and industry, with a strong emphasis on creativity and innovation. The country is home to numerous game developers, publishers, and gaming events, which contribute to the growth of the Gaming Networks market. Additionally, France has a large population of gamers, both casual and hardcore, who actively participate in online gaming communities and networks.

Underlying macroeconomic factors:
The overall economic growth in France has had a positive impact on the Gaming Networks market. As disposable incomes increase, consumers have more spending power to invest in gaming networks and related services. Furthermore, the widespread availability of high-speed internet and advancements in technology have made online gaming more accessible to a larger audience, contributing to the growth of the market. In conclusion, the Gaming Networks market in France is experiencing significant growth due to customer preferences for online and social gaming, the popularity of esports, the integration of VR and AR technologies, the vibrant gaming culture, and the overall economic growth in the country. These factors have created a favorable environment for the development and expansion of gaming networks in France.

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.

Vue d’ensemble

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