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France

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Page 1
Report18 pages

Key Insights Into French Gamers

France represents a significant gaming market, ranking seventh globally in terms of revenue and fifteenth in total player count as of 2022. The French gaming population is highly engaged, with 71% of the online population aged 10 to 65 identifying as game enthusiasts. While 38% of this group only plays games, a substantial 34% also views gaming video content, and 15% are classified as esports enthusiasts who watch professional competitive gaming at least once a month.

The demographic profile of French players is nearly balanced by gender, consisting of 52% men and 48% women. The largest age cohort is the 21-35 bracket, representing 31% of the player base. In terms of behavior, Time Fillers and Mainstream Gamers are the most common personas. Time Fillers use games primarily to pass the time and show less interest in viewing content, whereas Mainstream Gamers are deeply invested in both playing and watching gaming media. Mobile is the most popular platform, utilized by 44% of the online population, followed by console at 41% and PC at 30%. Despite mobile's reach, PC players record the highest average weekly playtime at four hours and forty minutes.

Monetization data indicates that 56% of French players are payers, driven primarily by value-based incentives such as sales or special offers. Other significant spending motivators include unlocking exclusive content and the desire to play with friends or family, underscoring the social nature of the market. This analysis is based on a 2022 survey of 2,080 online consumers in France, part of a broader global study covering 36 markets and over 75,000 respondents.

  • France is a top-tier global gaming market, ranking seventh in revenue and fifteenth in player count as of 2022.
  • The French gaming population is highly engaged, with 71% of online users aged 10–65 identifying as enthusiasts, including 15% who follow esports monthly.
  • Mobile is the leading platform with 44% reach, followed by console at 41% and PC at 30%, though PC users record the highest average weekly playtime at four hours and forty minutes.
  • The player base is gender-balanced at 52% men and 48% women, with the 21–35 age bracket serving as the largest demographic segment at 31%.
  • 56% of French players are payers, with spending primarily motivated by value-based incentives, exclusive content, and social play with friends or family.
NewzooJan 2022
Page 1
Report17 pages

Annual Barometer of the Video Game Industry in France 2021

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.

  • France is the second most attractive country globally for video game development, supported by a strong reliance on national tax credits and regional funding utilized by 41% of companies.
  • The industry is highly productive with approximately 1,350 games in development during 2021, 92% of which are original intellectual properties.
  • Despite high levels of optimism regarding the market, 36.5% of studios reported a financial deficit in 2020, marking the highest rate of insolvency since 2014.
  • The French ecosystem is dominated by independent production, with 77% of studios identifying as indie developers.
  • Employment stability is a priority for the sector, as 80% of salaried positions are held under permanent (CDI) contracts.
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Syndicat National du Jeu VidéoJan 2021
Page 1
Report19 pages

Baromètre Annuel du Jeu Vidéo en France: 2020

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.

  • France ranks as the second-largest global hub for video game development, trailing only the United States.
  • The industry is primarily composed of independent development studios, with 93% identifying as independent and 74% focused on creating original intellectual properties.
  • International markets are a primary revenue driver, accounting for 44% of total studio income.
  • The sector relies heavily on self-financing and public support mechanisms like the Video Game Tax Credit (CIJV), as traditional bank credit remains difficult to access.
  • The workforce is characterized by stability and growth, with a trend toward permanent, qualified positions and high hiring intentions.
Syndicat National du Jeu VidéoJan 2020
Page 1
Report3 pages

The Video Game Industry in France: 2020 Edition Economic Context and Production

The French video game industry demonstrates robust entrepreneurial momentum and a strong focus on production, characterized by a diverse ecosystem of over 1,130 establishments. The sector is primarily composed of development studios, which account for 50% of industry entities, followed by service and technology providers at 42%, publishers at 6%, and distributors at 2%. This landscape is marked by a youthful demographic, with 19% of development studios having been established within the last five years, while another 19% have operated for over a decade.

Production output remains stable, with 530 titles marketed in 2019 and a significant pipeline of projects in development. Notably, 63% of these titles are based on new intellectual properties, reflecting a strong commitment to original content. Employment trends are equally positive, with 75% of employees working under permanent contracts. The industry is actively expanding, with projections indicating the creation of 800 to 1,200 new jobs by the end of 2019. Despite this growth, gender diversity remains a challenge, as women and non-binary individuals comprise only 16% of the workforce, with women holding just 11% of management roles.

The findings are based on a comprehensive survey conducted between June and September 2019, targeting 1,131 industry entities, including both members and non-members of the French Video Game Trade Association. The data highlights a strong educational pipeline, with a 26% growth in student enrollment and a high placement rate, as one in two graduates secures employment within the video game sector within a year. These metrics underscore the industry's role as a vital economic engine, supported by a specialized talent pool and a clear focus on sustainable, long-term production.

  • The French video game industry comprises over 1,130 establishments, with development studios representing 50% of the sector and service/technology providers accounting for 42%.
  • The industry demonstrates a strong commitment to original content, with 63% of the 530 titles marketed in 2019 based on new intellectual properties.
  • Employment is characterized by stability and growth, with 75% of the workforce on permanent contracts and projections for 800 to 1,200 new jobs created by the end of 2019.
  • Gender diversity remains a significant industry challenge, as women and non-binary individuals make up only 16% of the total workforce and women hold just 11% of management positions.
  • The sector benefits from a robust talent pipeline, evidenced by a 26% growth in student enrollment and a 50% placement rate for graduates within the industry one year after completion.
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Syndicat National du Jeu VidéoJan 2020
Page 1
Report48 pages

Baromètre Annuel du Jeu Vidéo en France 2017

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 </...

  • The global video game market is projected to grow from €60 billion in 2017 to nearly €80 billion by the end of 2021, with mobile gaming being the largest segment at €22.5 billion in 2017.
  • The 'premium' economic model (paid-at-purchase with no additional content) has become dominant in 2017, adopted by 63.9% of studios, surpassing the free-to-play model which saw a significant 26.8-point decline.
  • French video game companies are predominantly small, with an average of 29.5 full-time equivalent (FTE) employees in 2017, an increase of 3.2 FTE since 2016, though half of companies have 6 FTE or fewer.
  • CDI (permanent contracts) remain the majority (60%) in the sector in 2017, increasing by 3.8 points from 2016, while the use of fixed-term contracts (CDD) also rose by 1.2 points.
  • Developer studios are increasingly self-publishing, with 63% engaged in direct commercialization, though reliance on traditional publishers for expertise and resources remains necessary.
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Syndicat National du Jeu VidéoFeb 2018
Page 1
Whitepaper59 pages

Guide RGPD pour les Développeurs de Jeux Vidéo

Le Règlement général pour la protection des données (RGPD) constitue le texte de référence en matière de protection des données personnelles au sein de l’Union Européenne. Les principaux objectifs du RGPD sont d'accroître à la fois la protection des personnes concernées par un traitement de leurs données à caractère personnel et la responsabilisation des acteurs de ce traitement.

  • The GDPR significantly increases potential penalties for non-compliance, with fines up to 20 Million Euros or 4% of annual global turnover, a substantial increase from the previous 3 Million Euros maximum under the 1978 French law.
  • Data Protection Officers (DPOs) are not held responsible for GDPR non-compliance; the data controller or processor bears this responsibility. DPOs cannot be penalized for performing their duties due to their independence, though they can be dismissed for reasons unrelated to their DPO role.
  • Consent under GDPR must be a free, specific, informed, and unambiguous indication of the data subject's wishes, given by a statement or clear affirmative action, and the data controller must be able to prove valid consent.
  • Processing 'sensitive data' (special categories of personal data) is generally prohibited unless specific exceptions apply, such as explicit consent from the data subject for defined purposes.
  • Data controllers must facilitate the exercise of data subjects' rights (access, rectification, erasure, etc.), responding within one month (or two for complex cases) and providing reasons if a request is denied, with these services generally being free unless requests are unfounded or repetitive.
reTeenmeepeJan 2018
Page 1
Report17 pages

Baromètre Annuel du Jeu Vidéo en France Edition 2018

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 French video game industry is overwhelmingly independent, with 93% of studios operating independently and 56% of development studios being less than five years old.
  • In 2018, the sector had 1,200 games in active development, with two-thirds of these projects representing new intellectual properties.
  • Public funding is a critical pillar of the industry, with 62% of studios utilizing regional, national, or European financial support mechanisms.
  • The sector demonstrates strong export performance, with 40% of total studio revenue generated from international markets.
  • Employment is stable and growing, with 86% of the average 9.5 full-time equivalent employees per studio held under permanent contracts.
Syndicat National du Jeu VidéoJan 2018
Page 1
Whitepaper34 pages

Le Marché Illicite de la Distribution Digitale de Jeux Vidéo sur PC: France

SYNDICAT NATIONAL DU JEU VIDÉO jeux pc et parasitisme 6 1.1 canaux d’exploitation officiels provoqué par le marché des jeux vidéo pc illicite par téléchargement 11 1.2 émergence et consolidation 23 1.3 agissements illégaux à la base développement du marché illicite efficacement contre le 30 2.1 tarir les sources marché illicite d’approvisionnement 33 2.2 permettre une meilleure distribution officiels et de leur Ce document est destiné à des plate...

  • The digital PC game market in France is significantly impacted by an illicit market, where game keys are resold at prices up to 60% lower than official retail prices, often before a game's release, leading consumers to perceive official prices as too high.
  • This illicit market is fueled by geographical price differences (e.g., keys sold for €19 in Poland vs. €49 in France) and physical wholesalers reselling keys from boxed games to unofficial sites, with German wholesaler Gross Electronic GmbH identified as a major supplier to MMOGA.com from 2013-2015.
  • Major illicit platforms like MMOGA (sold for €306M in 2015 with over €100M revenue) and G2A operate from offshore locations (e.g., Hong Kong, Eastern Europe) to avoid European VAT and consumer protection laws, despite often having significant European customer bases (e.g., over 60% French audience for some sites).
  • These illicit sites exploit loopholes in VAT collection by registering offshore, though EU rules since 2015 require VAT to be paid based on the buyer's location; they also benefit from search engines like Google and specialized price comparison sites (e.g., Allkeyshop, DLcompare) promoting their discounted offers.
  • The illicit market is characterized by widespread VAT fraud and non-compliance with consumer protection laws, with authorities largely inactive in pursuing these offshore entities despite clear evidence of local ties (e.g., French-speaking support, local payment systems like Hipay, significant local social media presence).
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Syndicat National du Jeu VidéoJan 2015

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