Esports - France

  • France
  • In France, revenue in the Esports market is projected to reach €157.0m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.01%, resulting in a projected market volume of €210.2m by 2029.
  • The largest market within this market in France is Esports Betting, which will have a market volume of €108.8m in 2024.
  • Although most revenue is generated the United States with a projected market volume of €992.4m in 2024, in France is also contributing to this growing sector.
  • In the Esports market, the number of users in France is expected to amount to 16.4m users by 2029.
  • User penetration in France will be 21.3% in 2024 and is expected to reach 25.0% by 2029.
  • The average revenue per user (ARPU) in France is expected to amount to €11.35.
  • France's esports market is experiencing a surge in popularity, driven by increasing investment in local tournaments and a growing fanbase among youth.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in France has seen steady growth, driven by factors such as increasing investment in sponsorships and advertising, growing interest from media rights holders, and the rise of online streaming platforms. However, the market's growth rate has been subdued due to regulations around esports betting and publisher fees. Despite these challenges, the market is expected to continue to expand as the popularity of competitive gaming continues to rise among both players and spectators.

Customer preferences:
As technology continues to advance and become more integrated into daily life, the eSports market in France has seen a rise in demand for virtual reality and augmented reality gaming experiences. This trend is driven by the desire for immersive and interactive gameplay, as well as the need for social connection in a digital age. Additionally, the popularity of mobile gaming and cross-platform play has led to a more diverse and accessible gaming community, catering to a wider range of demographics and lifestyles.

Trends in the market:
In France, the eSports market is experiencing a surge in popularity, with a growing number of tournaments and professional teams emerging. This trend is expected to continue as the French government has recognized eSports as an official sport, providing support and funding for its development. Additionally, there is a rising trend of incorporating eSports into traditional sports events, creating a hybrid model that appeals to a wider audience. This trend has significant implications for industry stakeholders, as it opens up new opportunities for sponsorship, advertising, and partnerships. With the continued growth of the French eSports market, we can expect to see more investments and collaborations in the industry, further solidifying its position as a leading market in Europe.

Local special circumstances:
In France, the eSports market is heavily influenced by the country's strong gaming culture and its long-standing history in professional sports. The French government also plays a significant role in promoting and regulating eSports, with the creation of the French eSports Federation and the recognition of eSports as an official sport. Additionally, the country's high internet and mobile penetration rates make it a prime market for online gaming and streaming, attracting major investments from international eSports organizations. Furthermore, France's central location in Europe and its diverse population make it an ideal location for hosting international eSports events and tournaments, further boosting the growth of the market.

Underlying macroeconomic factors:
The growth of the eSports market in France is largely driven by macroeconomic factors such as the country's stable economic health, favorable regulatory environment, and increasing investments in digital technologies. Additionally, the rising popularity of gaming among the younger population, as well as the increasing number of global tournaments and events hosted in France, are contributing to the growth of the eSports market. Moreover, the country's strong infrastructure and high-speed internet connectivity are supporting the development of the eSports industry. These factors, along with the growing number of partnerships and sponsorships from major brands, are expected to further boost the market's growth in France.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

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.

Visión general

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