Online Games - France

  • France
  • In France, revenue in the Online Games market market is projected to reach US$0.43bn in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 3.87%, leading to a projected market volume of US$0.52bn by 2029.
  • Furthermore, the number of users in the Online Games market market in France is anticipated to amount to 10.4m users by 2029.
  • User penetration in this market will be 14.8% in 2024 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$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in France is projected to be US$44.72 in 2024.
  • 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 has experienced significant growth in recent years, driven by changing customer preferences and the underlying macroeconomic factors in the country.

Customer preferences:
French consumers have shown a strong interest in online games, with a growing number of people playing games on their smartphones, tablets, and computers. This shift in consumer behavior can be attributed to several factors. Firstly, the convenience and accessibility of online games have made them increasingly popular among French gamers. With the ability to play anytime and anywhere, online games have become a preferred choice for many individuals. Additionally, the social aspect of online gaming, such as multiplayer options and the ability to connect with friends, has also contributed to the growing popularity of this market.

Trends in the market:
One of the key trends in the online games market in France is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet, mobile gaming has become a dominant force in the market. Mobile games are not only popular among younger generations but also appeal to a wider demographic, including adults and older individuals. This trend is expected to continue as mobile technology advances and more immersive gaming experiences become available on mobile devices. Another trend in the market is the growing popularity of online multiplayer games. French gamers are increasingly seeking out games that allow them to interact and compete with other players. This trend is driven by the desire for social engagement and the sense of community that multiplayer games provide. As a result, game developers are focusing on creating online multiplayer experiences that offer a high level of interactivity and competition.

Local special circumstances:
France has a strong gaming culture, with a rich history of video game development and a passionate community of gamers. This has created a favorable environment for the growth of the online games market. The country is home to several renowned game developers and has a vibrant esports scene, which further contributes to the popularity of online gaming.

Underlying macroeconomic factors:
The growth of the online games market in France can also be attributed to the underlying macroeconomic factors in the country. France has a well-developed digital infrastructure, including high-speed internet connectivity and widespread access to mobile devices. This has created a conducive environment for the growth of online gaming. Additionally, the increasing disposable income of French consumers has allowed them to spend more on leisure activities, including online games. In conclusion, the Online Games market in France has experienced significant growth due to changing customer preferences, such as the rise of mobile gaming and the popularity of online multiplayer experiences. The country's strong gaming culture and favorable macroeconomic factors have also contributed to the growth of this market. As the online games market continues to evolve, it is expected to remain a vibrant and lucrative industry 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.

Overview

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