Mobile Games - France

  • France
  • France's Mobile Games market market is forecasted to achieve a revenue of €0.83bn by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.18%, leading to a projected market volume of €1.12bn by 2029.
  • By 2029, the number of users in the Mobile Games market market is expected to reach 23.5m users.
  • User penetration is set to be 30.5% in 2024 and is projected to increase to 35.9% by 2029.
  • When compared globally, in China will generate the most revenue (€32,140.00m in 2024) in the Mobile Games market market.
  • The average revenue per user (ARPU) in the Mobile Games market market is estimated to be €41.87 in 2024.
  • France's mobile game market is thriving, with a surge in local developers creating innovative and culturally relevant games for a diverse audience.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in France has seen significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
French consumers have shown a growing interest in mobile gaming, with the market experiencing a surge in popularity. This can be attributed to the convenience and accessibility of mobile games, as smartphones have become an integral part of people's daily lives. Additionally, the wide variety of game genres and the availability of free-to-play options have attracted a diverse range of players.

Trends in the market:
One of the key trends in the French mobile games market is the rise of casual gaming. Casual games, which are easy to learn and can be played in short bursts, have gained popularity among a wide audience, including both traditional gamers and casual players. This trend is driven by the increasing number of mobile game developers focusing on creating simple yet engaging games that can be enjoyed by anyone. Another trend in the market is the growing popularity of multiplayer mobile games. With the advancement of mobile technology and the widespread availability of high-speed internet, players can now connect and compete with others in real-time. This has led to the rise of mobile esports, where players can participate in competitive tournaments and win prizes. The social aspect of multiplayer gaming has also contributed to its popularity, as players can interact with friends and form communities within the games.

Local special circumstances:
France has a strong gaming culture and a vibrant gaming community, which has contributed to the growth of the mobile games market. The country has a rich history in the video game industry, with several successful game developers and publishers based in France. This has created a supportive ecosystem for mobile game development, with access to talent, resources, and funding. Additionally, the French government has implemented favorable policies to promote the growth of the gaming industry, providing tax incentives and funding opportunities for game developers.

Underlying macroeconomic factors:
The growth of the mobile games market in France is also influenced by underlying macroeconomic factors. The country has a high smartphone penetration rate, with a large portion of the population owning a smartphone. This provides a large potential market for mobile games. Furthermore, the increasing disposable income and leisure spending of French consumers have contributed to the growth of the gaming industry as a whole. As people have more discretionary income, they are more willing to spend on entertainment, including mobile games. In conclusion, the Mobile Games market in France has experienced significant growth due to changing customer preferences, such as the rise of casual gaming and multiplayer mobile games. The local special circumstances, including the strong gaming culture and supportive government policies, have also contributed to the market's development. Additionally, underlying macroeconomic factors, such as high smartphone penetration and increasing disposable income, have provided a favorable environment for the growth of the mobile games market 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.

Visión general

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