Updated Mar 17, 2026 by Syndicat National du Jeu Vidéo
Report · February 1, 2018
Published by Syndicat National du Jeu Vidéo
SYNDICAT NATIONAL DU JEUVIDEO DIGIWORLD X Une vidéo Pictanovo! a production, types d'aide : dedieau jeu ide paprojet, dgdi poes ades ! a egion Hauts-de 20.00€ rprojet. A4 frane lanait te f onds regional COUV Comit de lecture 16/02/18 2E DE May fone.con 1 503/18 Comnite de lecture21/09/18 B A R O M È T R E A N N U E L D U J E U V I D É O E N F R A N C E 08<sup>LE </...
BAROMETRE ANNU DU JEU VIDÉO EN FRANCE 2017 QUATRIEME ÉDITION UNE COLLABORATION SNJU IDATE SYNDICAT NATIONAL DU JEUVIDEO DIGIWORLD
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SOMMAIRE SOMMAIRE BAROM È TREANNUELDUJEUVID É OENFRANCE CONTEXTE INDUSTRIEL 04 CONTEXTE INDUSTRIEL 04 06 CHIFFRES CLÉS CHIFFRES CLÉS RAPPEL MÉTHODOLOGIQUE 07 08<sup>LE </sup>TISSU ÉCONOMIQUE ET ᴸᴬ PRODUCTION DE JEUX VIDÉO EN FRANCE L’EMPLOI DANS L’INDUSTRIE 25 DU JEU VIDÉO EN FRANCE DU JEU VIDÉO EN FRANCE LA SITUATION ÉCONOMIQUE 33<sup>ET </sup>FINANCIÈRE DES 33 ENTREPRISES FRANCAISES DE JEUX VIDÉO PERSPECTIVES : LES 39 ENTREPRISES FRANCAISES ENTREPRISES ET DE JEUX VIDÉO L’ÉCOSYSTÈME DU JEU VIDÉO 39 EN FRANCE L'ÉCOSYSTÈME DU JEU VIDÉO 44 EN FRANCE À PROPOS DU SNJV À PROPOS DE L’IDATE DIGIWORLD 45 Å PROPOS DU SNJV A PROPOS DE L'IDATE DIGIWORLD 45
de recourir à un écran de TV tiers. La qualité de l'expérience joueur » CONTEXTE la TV (résolution de I'image, taille de INDUSTRIEL techniques de l'écosystème de la L console. La fonctionnalité principale EDIGI TA LAUC Œ URDELACROISSANCE des consoles de salon demeure le jeu vidéo, mais leur connexion en standard à la TV et au Web leur offre la possibilité d'adresser d'autres usages en lien LE JEU MOBILE, PREMIER LA 8ÈME GÉNÉRATION DE SEGMENT DE MARCHÉ DU CONSOLES DE SALON RELANCÉE JEU EN VALEUR PAR LA CONSOLE SWITCH Le segment de marché du jeu « mobile Le segment de marché des consoles de 3 consoles de salon de 8ème » se compose de trois sous-segments, le jeux vidéo se compose de deux sous- génération son actuellement téléphone mobile, le smartphone et la segments, celui des consoles de salon commercialisées : la Playstation 4 (PS4) tablette. Le jeu mobile apparaît en 2000 et celui des consoles portables. de Sony Computer Entertainment, la sur les téléphones, mais il s’impose au Xbox One de Microsoft et la Wii U de grand public qu’à partir de 2009, deux Aujourd’hui deux consoles portables Nintendo. La PS4 domine largement ans après la commercialisation des sont exploitées commercialement. le marché. L’IDATE estime qu’à la fin premiers smartphones iPhones à écran La console Playstation Vita (PS Vita) de l’année 2017, presque 70 millions tactile multipoint, adossés à l’Appstore de Sony Computer Entertainment et de PS4 auront trouvé un acquéreur. d’Apple. la 2DS de Nintendo.
cialement. le marché. L’IDATE estime qu’à la fin premiers smartphones iPhones à écran La console Playstation Vita (PS Vita) de l’année 2017, presque 70 millions tactile multipoint, adossés à l’Appstore de Sony Computer Entertainment et de PS4 auront trouvé un acquéreur. d’Apple. la 2DS de Nintendo. Cette dernière Nintendo essuie un échec retentissant est leader d’un segment de marché avec la Wii U qui peinera à dépasser En 2010, Apple poursuit son offensive qui souffre de la concurrence des les 20 millions d’unités vendues dans innovante en commercialisant sa téléphones mobiles. le monde. Contre toute attente, elle première tablette tactile iPad. Les commercialise depuis mars 2017, une tablettes sont le chaînon manquant des Les consoles de salon impliquent nouvelle console, la Switch, qui fait terminaux d’électronique grand public de recourir à un écran de TV tiers. office à la fois de console de salon et de dans le foyer. Doté d’un écran tactile entre La qualité de « l’expérience joueur » console portable (elle se connecte à la 8 et 13 pouces, la tablette se positionne va dépendre des performances de TV via une plate-forme d’accueil). à côté de l’ordinateur individuel et entre la console de salon (puissance de les smartphones et la TV.
ile entre La qualité de « l’expérience joueur » console portable (elle se connecte à la 8 et 13 pouces, la tablette se positionne va dépendre des performances de TV via une plate-forme d’accueil). à côté de l’ordinateur individuel et entre la console de salon (puissance de les smartphones et la TV. Samsung calcul et d’affichage…), de celles de Le segment de marché des consoles répondra à chaque offensive du fabricant la TV (résolution de l’image, taille de a longtemps été le plus important en américain d’électronique grand public l’écran, technologie de l’écran) et de valeur avec un pic en 2008 à plus de sur les mêmes segments de marché, la façon dont le jeu vidéo tire profit 25 milliards d’EUR de chiffre d’affaires, smartphones, tablettes. des fonctionnalités et des capacités contre 18,1 milliards fin 2017. Depuis techniques de l’écosystème de la 2016, il est devancé par le segment de Le segment du jeu mobile devient le plus console. La fonctionnalité principale marché du jeu mobile. important en valeur du marché du jeu des consoles de salon demeure le jeu vidéo à partir de 2016. Il va continuer vidéo, mais leur connexion en standard d’enregistrer une croissance à deux à la TV et au Web leur offre la possibilité chiffres principalement grâce au succès d’adresser d’autres usages en lien rencontré dans les pays émergents.
The 2020 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the sector’s economic health, production landscape, and educational ecosystem. Based on a survey of 1,131 industry structures conducted between June and September 2019, the report highlights a robust industry characterized by steady growth, strong entrepreneurial spirit, and significant international reach. The findings underscore France's position as a highly attractive hub for video game development, ranking second globally behind the United States. Key findings reveal that the industry is heavily focused on production, with half of all sector entities operating as development studios. These studios demonstrate a strong commitment to independence, with 93% identifying as independent and 74% actively creating original intellectual properties. Production remains largely centered on PC platforms, though mobile and console markets remain vital. Financially, the sector relies heavily on self-financing, supplemented by public support mechanisms such as the Video Game Tax Credit (CIJV) and regional aids. Despite this, access to traditional bank credit remains a challenge for many studios. The report also details a positive outlook for employment, noting a trend toward stable, qualified, and permanent positions, with significant hiring intentions for the coming year. The educational sector is identified as a critical pillar of this growth, with 40 surveyed institutions training a growing pipeline of talent across design, technology, and management roles. While the industry shows resilience and optimism, it faces ongoing industrial transitions, including the rise of cloud gaming, immersive technologies, and new distribution models. Overall, the sector maintains a strong export orientation, with 44% of studio revenue generated internationally, reinforcing the strategic importance of the French video game industry within the global market.
The 2018 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the French gaming sector’s economic health, employment trends, and production landscape. Produced through a collaboration between the Syndicat National du Jeu Vidéo (SNJV) and IDATE DigiWorld, the study aims to capture the industry's current activity levels and future outlook. The methodology involved an online survey conducted between June and August 2018, targeting both SNJV members and non-member companies, including development studios, publishers, and service providers. Key findings reveal a dynamic and predominantly independent industry, with 93% of studios identifying as independent. The sector is characterized by a strong entrepreneurial spirit, as 56% of development studios are less than five years old. Production remains robust, with 1,200 games in development during 2018, two-thirds of which represent new intellectual properties. Studios show a clear preference for PC development, followed by mobile and console platforms. Financially, the industry relies heavily on self-financing, though there is a growing reliance on public support mechanisms, with 62% of studios utilizing regional, national, or European aid. Employment in the sector is marked by high qualification levels and steady growth. In 2018, the industry supported an average of 9.5 full-time equivalent employees per studio, with 86% of these roles held under permanent contracts. Projections indicate the creation of 650 to 850 new jobs annually, reflecting a positive outlook. Industry leaders express significant confidence in both their individual companies and the broader French gaming ecosystem, with 76% of respondents viewing France as an attractive territory for video game production. The report concludes that the industry is increasingly export-oriented, with 40% of studio revenue generated internationally.
The 2021 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the sector’s economic health, employment trends, and production landscape. Conducted between May and June 2021 through an online survey of 1,200 qualified entities, the research captures a representative snapshot of the French video game ecosystem, which is primarily composed of development studios, publishers, and service providers. The study highlights the industry's resilience and growth despite the challenges posed by the global health crisis. Key findings indicate that the French video game sector remains highly productive, with approximately 1,350 games in development during 2021, 92% of which are original creations. The industry is characterized by a strong focus on independent production, with 77% of studios identifying as indie developers. Financially, while the sector shows promise—with 20% of studios reporting annual revenues exceeding €1 million—the landscape remains fragile, as 36.5% of studios reported a deficit in 2020, the highest level since 2014. Despite this, the industry maintains a positive outlook, with 89% of respondents expressing confidence in their company’s future and 94% remaining optimistic about the broader French video game market. Employment remains a cornerstone of the industry, which continues to prioritize permanent contracts, with 80% of salaried positions held as CDI. The workforce is increasingly diverse, with female representation reaching 22%. Furthermore, the sector benefits from robust institutional support, as 41% of companies utilize regional funding and many rely on the national video game tax credit. France is currently ranked as the second most attractive country for video game development globally, trailing only the United States, reflecting the sector's strong international standing and continued potential for expansion.
The 2023 annual survey of the French video game industry provides a comprehensive analysis of the sector’s economic health, production trends, and workforce dynamics during 2022. Conducted by the Syndicat National du Jeu Vidéo (SNJV) between February and June 2023, the study relies on a self-administered online questionnaire sent to 577 qualified development companies, achieving a 23% participation rate. The scope covers approximately 1,000 companies across France, including 580 development studios, with a significant concentration of 44.6% located in the Île-de-France region. Findings indicate a robust but maturing production landscape, with nearly 1,260 games in development and over 850 new intellectual properties created. While the number of games in production fell by 7% compared to 2020, the industry saw a rise in professionalization, with 62% of studios working with publishers. Financial growth is evident, as 27% of studios now generate over 1 million euros in revenue, a 9-point increase from 2020. However, the sector remains dominated by smaller entities, with 55% of companies earning less than 300,000 euros annually. Despite this growth, optimism has tempered; only 28.6% of respondents expect revenue growth in the coming year, compared to 66% in 2020. Employment remains stable with 76% of staff on permanent contracts, though gender diversity shows slow progress, with women making up 24% of the workforce. The industry is also navigating structural shifts in work culture, as 33% of companies have adopted full-time remote work. Corporate Social Responsibility is emerging as a priority, with 65.5% of companies implementing gender equality actions and nearly half planning carbon footprint assessments. France remains highly attractive to 85% of studios, primarily due to tax incentives and the quality of specialized training.