ESSENTIAL VIDEO GAME NEWS - FRENCH MARKET REPORT 2019 - Sell
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ESSENTIAL FEBRUARY 2020 VIDEO GAME NEWS CHAPTER 1 THE FRENCH VIDEO GAME MARKET 6 CHAPTER 2 PROFILES OF FRENCH GAMERS 31 CHAPTER 3 A RESPONSIBLE INDUSTRY 38 CHAPTER 4 SELL 48 Essential Video Game News is produced by the Union of Video Game Publishers (SELL). It reflects the market, consumption and use of the French video gaming industry.
M E T H O D O L O GY M E T H O D O L O GY NEW PANELS an in-depth view of their gaming habits and uses. The countries covered are France, the UK, Germany and Spain and also the United States and Russia. GameTrack Estimations for 2019 turnover are the result of collaboration between three organisations providing SELL their data, for precise analysis of the sector’s activity. supports the GSD project by providing a more global vision of the markets in which it operates. GSD: for the physical market GSD and GameTrack: for the digital market METHODOLOGY: App Annie and GameTrack: for the mobile market GameTrack data is collated quarterly from two surveys: METHODOLOGY: - An offline survey carried out annually on a sample - Retail panel: the data on video game sales is sent 1,000 people aged 15 and over. It is used to balance by distributors from each country on a weekly basis. answers from a more detailed online survey. The data is standardised, combined, anonymised and extrapolated to recreate the entire market. To guarantee – An online survey, carried out monthly with a reliable and standardised product database, the ABOUT GAMETRACK a sample of (the same) 3,000 people per quarter, aged information on catalogues is directly supplied by the GameTrack is an additional project set up in 2011, 6 to 64. publishers. In parallel, the publishers provide data built around a consumer panel operated by Ipsos to hone the extrapolation calculation models to offer for the ISFE. GameTrack data comes from monthly a sharper vision of markets that are not completely survey data published quarterly. The data analyses ABOUT GSD covered by the retail panel. the demographics of European gamers, their buying (GAME SALES DATA) behaviour across all platforms, helping to generate Launched in 2013, the GSD project is the result of a – Digital panel: digital data sales cover complete game European project run by the ISFE (Interactive Software sales on the PlayStation Network (PSN), Xbox Live (XBL), Federation of Europe) with around a hundred partners, Nintendo eShop (third-party publishers) and PC sales with the aim of unifying data collection from different networks. The sales figures are sent each week directly territories and regrouping this data (physical or by the video game publishers taking part in the project digital) within one tool available to trade associations, and therefore do not require any extrapolation. GSD is ABOUT APP ANNIE distributors and video game publishers participating the only data source for game downloads based on real App Annie analyses data from app stores (scores, in the panel. The retail panel has been launched in 23 sales. rankings, comments, etc.) and combined, anonymised European countries. The GSD digital panel today covers transactional data from over a million applications. 43 countries in Europe, the Middle East, Africa and Asia- With this data, App Annie produces estimations about Pacific. The panel is operated by B2Boost. app download and revenue performance. 4 5
CHAPTER 1 THE FRENCH VIDEO GAME MARKET 6 7
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET 2019 MARKET REPORT GROWTH TURNOVER IN SALES *OVERALL MARKET -2.7% Console PC Gaming Console Mobile ecosystem** ecosystem** ecosystem** ecosystem*** 2,502 1,086 million Euros VS 2018 -9% +28% 4.8 million Euros VS 2018 PC Gaming ecosystem** VS 2018 -12% BILLION VS 2018 4.9 4.8 EUROS 4.3 billion € billion billion € € 3.6 billion € Mobile ecosystem*** 1,231 million Euros 2018 2019 2010 2012 2013 2014 2017 2015 2016 2011 *Ecosystems: Console + PC + mobile, physical and digital. *Ecosystems: Console + PC + mobile, physical and digital. 8 **Source: SELL data, from GSD/GameTrack panels at end 2019. **Source: SELL data, from GSD/GameTrack panels at end 2019. 9 ***Source: GameTrack estimations using user spending data from App Annie 2019, converted into euros and including French taxes. ***Source: GameTrack estimations using user spending data from App Annie 2019, converted into euros and including French taxes.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET CLOSE-UP: CLOSE-UP: MARKET SEGMENTS SOFTWARE 0.2%Physical 3% B R E A K D OW N B R E A K D OW N 19% 9% PC gaming O F T U R N OV E R O F T U R N OV E R software PC gaming accessories BY P L AT E F O R M BY F O R M AT Digital PC gaming console hardware software 10% 4.8 Digital PC gaming 15% PC 21% software software Physical 14% 42% (PC + console) 48% Console Digital 37% Physical (PC + console) console software software BILLION EUROS Mobile 37% Mobile software 26% 13% Mobile software Console 6% hardware Console accessories 10 11 Sources: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2019. Sources: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2019.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET CONSOLE ECOSYSTEM CONSOLE CONSOLE ECOSYSTEM B R E A K D OW N O F 2 0 1 9 T U R N OV E R ECOSYSTEM B R E A K D OW N O F 2 0 1 9 T U R N OV E R IN EUROS IN EUROS S O F T WA R E 64%1,604 million Software (physical + digital) 11% 1,604 57% 286 million 2,502 Accessories MILLION 43% MILLION 916 million Digital -5% 688 million (complete digital games, Physical DLC/season passes, (only complete micro-transactions, VS 2018 24% games) subscriptions) 612 million Hardware PHYSICAL DIGITAL -11% 0% vs 2018 INCREASE vs 2018 12 13 Sources: SELL data, from GSD/GameTrack panels at end 2019. Sources: SELL data, from GSD/GameTrack panels at end 2019.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E CONSOLE ECOSYSTEM MARKET CONSOLE ECOSYSTEM CONSOLE CONSOLE ECOSYSTEM G R OW T H I N S A L E S F O R 2 0 1 9 ECOSYSTEM G R OW T H I N S A L E S F O R 2 0 1 9 H A R DWA R E AC C E S S O R I E S 612 MILLION EUROS SHARE OF CONSOLE SALES -21%VS 2018 286 TOP 3 MILLION EUROS +3%VS 2018 IN 2019 CONSOLE ACCESSORIES 85% I N VA LU E I N VO LU M E 1,931,288 including retrogaming 1 CONTROLLERS 1 CONTROLLERS Home consoles 8% 173,578 2 AUDIO 2 AUDIO 15% 349,641 3 MISCELLANEOUS (styluses, protective gear, etc.) 3 MISCELLANEOUS (styluses, protective gear, etc.) Handheld consoles 14 15 Sources: SELL data, from GSD/GameTrack panels at end 2019. Sources: SELL data, from GSD/GameTrack panels at end 2019.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET CONSOLE ECOSYSTEM TOP 20 GAMES FOR 2019 TOP 20 GAMES FOR 2019 ALL PLATFORMS ALL PLATFORMS P H YS I C A L M A R K E T I N VA LU E P H YS I C A L M A R K E T I N VO LU M E 4 New Super Mario Bros. U Deluxe Nintendo 22,215,910 € 4 New Super Mario Bros. U Deluxe Nintendo 429,628 5 Luigi's Mansion 3 Nintendo 19,561,342 € 5 Luigi's Mansion 3 Nintendo 395,355 6 Pokémon Sword Nintendo 18,144,035 € 6 Pokémon Sword Nintendo 376,637 7 Super Mario Party Nintendo 15,096,293 € 7 Super Mario Party Nintendo 297,399 1 FIFA 20 Electronic Arts 8 Super Smash Bros. Ultimate Nintendo 14,512,591€ 8 The Legend Of Zelda: Link's Awakening Nintendo 260,012 1 FIFA 20 Electronic Arts 63,951,081 € 1,192,517 9 The Legend Of Zelda: Link's Awakening Nintendo 13,880,212 € 9 Minecraft: Nintendo Switch Edition Microsoft 258,862 10 The Legend Of Zelda: Breath of the Wild Nintendo 13,216,857 € 10 Super Mario Maker 2 Nintendo 255,091 11 Super Mario Maker 2 Nintendo 13,164,256 € 11 Pokémon Shield Nintendo 251,816 12 Pokémon Shield Nintendo 12,130,081 € 12 Super Smash Bros. Ultimate Nintendo 250,273 2 Call of Duty: Modern Warfare Activision Blizzard 13 Star Wars Jedi: Fallen Order Electronic Arts 11,903,588 € 13 Crash Team Racing Nitro-Fueled Activision Blizzard 243,292 2 Call of Duty: Modern Warfare Activision Blizzard Sony Interactive 37,294,307 € 14 Days Gone Entertainment 10,311,596 € 14 The Legend Of Zelda: Breath of The Wild Nintendo 233,887 653,708 15 FIFA 19 Electronic Arts 9,527,161 € 15 FIFA 19 Electronic Arts 207,723 16 Ring Fit Adventure Nintendo 8,845,897 € 16 Star Wars Jedi: Fallen Order Electronic Arts 197,408 17 Red Dead Redemption 2 Take-Two interactive 8,371,717 € 17 Red Dead Redemption 2 Take-Two interactive 191,924 18 Crash Team Racing Nitro-Fueled Activision Blizzard 8,162,026 € 18 Grand Theft Auto V Take-Two interactive 171,033 3 Mario Deluxe Kart 8 Nintendo 19 Call Of Duty: Black Ops 4 Activision Blizzard 7,469,404 € 19 Days Gone Sony Interactive Entertainment 163,805 3 Mario Deluxe Kart 8 Nintendo 25,904,906 € 517,246 20 Super Mario Odyssey Nintendo 7,250,004 € 20 Super Mario Odyssey Nintendo 144,793 16 17 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET CONSOLE ECOSYSTEM TOP 20 GAMES FOR 2019 TOP 20 GAMES FOR 2019 BY PLATFORM BY PLATFORM P H YS I C A L M A R K E T I N VA LU E P H YS I C A L M A R K E T I N VO LU M E 4 New Super Mario Bros. U Deluxe SW I TC H Nintendo 22,215,909 € 4 New Super Mario Bros. U Deluxe SW I TC H Nintendo 429,628 5 Luigi's Mansion 3 SW I TC H Nintendo 19,561,342 € 5 Luigi's Mansion 3 SW I TC H Nintendo 395,355 6 Pokémon Sword SW I TC H Nintendo 18,144,035 € 6 Pokémon Sword SW I TC H Nintendo 376,637 PS4 PS4 7 Super Mario Party SW I TC H Nintendo 15,096,293 € 7 Super Mario Party SW I TC H Nintendo 297,399 1 FIFA 20 Electronic Arts 8 Super Smash Bros. Ultimate SW I TC H Nintendo 14,473,659 € 8 Minecraft: Nintendo Switch Edition SW I TC H Microsoft 258,862 1 FIFA 20 Electronic Arts 49,529,549 € 892,810 9 The Legend Of Zelda: Breath Of The Wild SW I TC H Nintendo 13,105,414 € 9 Pokémon Shield SW I TC H Nintendo 251,816 10 Pokémon Shield SW I TC H Nintendo 12,130,081 € 10 Super Smash Bros. Ultimate SW I TC H Nintendo 249,790 11 The Legend Of Zelda: Link's Awakening SW I TC H Nintendo 11,990,812 € 11 The Legend Of Zelda: Link's Awakening SW I TC H Nintendo 240,401 PS4 12 Super Mario Maker 2 SW I TC H Nintendo 10,072,142 € 12 The Legend Of Zelda: Breath Of The Wild SW I TC H Nintendo 230,915 PS4 2 Call of Duty: Modern Warfare Activision Blizzard 13 Star Wars Jedi: Fallen Order PS4 Electronic Arts 9,609,430 € 13 Super Mario Maker 2 SW I TC H Nintendo 202,724 2 Call of Duty: Modern Warfare Activision Blizzard Sony Interactive 30,183,466 € 14 Days Gone PS4 Entertainment 9,136,440 € 14 Star Wars Jedi: Fallen Order PS4 Electronic Arts 158,839 535,357 Take-Two 15 Ring Fit Adventure SW I TC H Nintendo 8,845,896 € 15 Red Dead Redemption 2 PS4 Interactive 151,704 Sony Interactive 16 FIFA 20 X B OX ONE Electronic Arts 8,334,902 € 16 Days Gone PS4 Entertainment 150,433 17 Super Mario Odyssey SW I TC H Nintendo 7,250,004 € 17 FIFA 20 X B OX ONE Electronic Arts 150,190 SWITCH SWITCH 18 Minecraft: Nintendo Switch Edition SW I TC H Microsoft 7,158,240 € 18 FIFA 20 - Legacy Edition SW I TC H Electronic Arts 148,345 3 Mario Deluxe Kart 8 Nintendo 19 Mario & Sonic at the Olympic Games Tokyo 2020 SW I TC H Sega 6,636,732 € 19 Super Mario Odyssey SW I TC H Nintendo 144,793 3 Mario Deluxe Kart 8 Nintendo 25,904,905 € Take-Two 517,246 20 Red Dead Redemption 2 PS4 Interactive 6,542,222 € 20 Crash Team Racing Nitro-Fueled PS4 Activision Blizzard 140,108 18 19 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles.
THE FRENCH CONSOLE ECOSYSTEM V I D EO G A M E MARKET TOP 10 TYPES OF VIDEO GAMES BOUGHT IN 2019 P H YS I C A L M A R K E T I N VO LU M E Action 3,683,654 TOP WEEKLY Sports 2,183,532 SALES Every Monday, discover Adventure 2,170,147 the top video game sales in France SELL.FR Shooting / FPS 2,020,700 RPG 1,927,305 ON SOCIAL MEDIA Racing 1,453,381 @SELL_JeuxVideo @SELL.JeuxVideo Family 859,423 Fighting/combat 733,239 @SELL_JeuxVideo SELL TV Strategy / RTS 574,025 OR SUBSCRIBE TO OUR DEDICATED NEWSLETTER Casual (board games, cards, puzzles) 201,437 20 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET PC GAMING ECOSYSTEM PC GAMING PC GAMING ECOSYSTEM B R E A K D OW N O F 2 0 1 9 T U R N OV E R ECOSYSTEM S A L E S G R OW T H A N D B R E A K D OW N F O R 2 0 1 9 IN EUROS IN EUROS 14% S O F T WA R E 155 million PC gaming accessories 1,086 501 46% 2% MILLION 98% MILLION -21% 501 million 10 million 490 MILLION PC gaming Physical software Digital (only complete VS 2018 (complete digital games, games) DLC/season passes, Micro-transactions, 40% Subscriptions) 430 million PC gaming hardware* H A R DWA R E * AC C E S S O R I E S 430 MILLION -5% VS 2018 155 MILLION +5% VS 2018 22 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. 23 *Hardware: sales of PCs with high-performance graphics card; accessories: mice, keyboards, screens for PC gaming. *Hardware: sales of PCs with high-performance graphics card; accessories: mice, keyboards, screens for PC gaming.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET TOP 20 GAMES IN 2019 TOP 10 PC GAMING ECOSYSTEM P H YS I C A L M A R K E T I N VO LU M E TYPES OF VIDEO GAMES BOUGHT IN 2019 P H YS I C A L M A R K E T I N VO LU M E Strategy 141,699 4 Call Of Duty: Black Ops 4 Activision Blizzard 10,025 5 Football Manager 2020 Sega 9,492 Shooting / FPS 68,271 6 Borderlands 3 Take-Two Interactive 7,864 7 The Sims 4 - Cats & Dogs Electronic Arts 7,575 Sports 35,888 1 The Sims 4 Electronic Arts 8 Star Wars Jedi: Fallen Order Electronic Arts 7,456 28,356 9 Overwatch Activision Blizzard 7,236 Action 35,499 10 The Sims 4 - Island Living Electronic Arts 7,163 Miscellaneous 32,018 11 Star Wars Battlefront II Electronic Arts 5,846 12 Grand Theft Auto V Take-Two Interactive 5,518 RPG 28,143 2 Farming Simulator 19 Focus Home Interactive 13 The Sims 4 - Seasons Electronic Arts 5,447 26,253 14 The Sims 4 - Get Famous Electronic Arts 5,288 Casual (board games, cards, puzzles) 16,574 15 World Of Warcraft - Battle For Azeroth Activision Blizzard 5,118 16 Battlefield V Electronic Arts 4,832 Adventure 13,280 17 The Sims 4 - Discover University Electronic Arts 4,712 Racing 10,338 18 The Sims 4 - City Living Electronic Arts 4,524 3 FIFA 20 Electronic Arts 19 The Sims 4: Get to Work Electronic Arts 4,408 Flight simulation 2,693 10,659 20 Football Manager 2019 Sega 4,002 24 25 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET TOP 20 PUBLISHERS TOP 20 PUBLISHERS SOFTWARE P H YS I C A L M A R K E T I N VO LU M E SOFTWARE P H YS I C A L M A R K E T I N VA LU E 1 Nintendo 1 Nintendo 2 Electronic Arts 2 Electronic Arts 3 Activision Blizzard 3 Activision Blizzard 4 Ubisoft 4 Ubisoft 5 Sony Interactive Entertainment 5 Sony Interactive Entertainment 6 Take-Two Interactive 6 Take-Two Interactive 7 Warner Bros. Interactive 7 Bandai Namco Entertainment 8 Bandai Namco Entertainment 8 Warner Bros. Interactive 9 Square Enix 9 Square Enix 10 Sega 10 Sega 11 Capcom 11 Capcom 12 Mojang 12 Koch Media 13 Koch Media 13 Mojang 14 Focus Home Interactive 14 Focus Home Interactive 15 Anuman Interactive 15 Bigben Interactive 16 Bigben Interactive 16 Anuman Interactive 17 Bethesda Softworks 17 Codemasters 18 Konami 18 Konami 19 Microsoft 19 Bethesda Softworks 20 Outright Games 20 Microsoft 26 27 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles.
THE FRENCH T H E F R E N C H V I D E O GA M E M A R K E T V I D EO G A M E MARKET MOBILE ECOSYSTEM ECOSYSTEM TOP 10 GAMES IN 2019 MOBILE G R OW T H I N S A L E S F O R 2 0 1 9 MOBILE ECOSYSTEM D OW N L OA D S FREE APPS PAYABLE APPS S O F T WA R E Minecraft 1 Mario Kart Tour Nintendo 1 Mojang Pocket Edition 1,231 Football Manager 2 Brawl Stars Supercell 2 Sega 2019 3 Homescapes Playrix 3 Plague Inc Miniclip.com Call of Duty: Grand Theft Auto: 4 Activision 4 Rockstar Games mobile San Andreas MILLION 5 Run Race 3D Good Job Games 5 Evertale ZigZaGame Inc. EUROS 6 Magic Tiles 3 AMANOTES 6 Geometry Dash RobTop Games Ndemic 7 Color Bump 3D Pavlos Mavris 7 Rebel Inc Creations +28% Dinosaur 8 Fun Race 3D Good Job Games 8 Mini Metro Polo Club VS 2018 9 Subway Surfers SYBO Games 9 True Skate True Axis Farming GIANTS 10 CodyCross Fanatee, Inc. 10 Software Simulator 18 28 29 Source: App Annie Intelligence end 2019. iOS and Google Play Data combined. Source: GameTrack estimations using user spending data from App Annie 2019, converted into euros and including French taxes.
THE FRENCH V I D EO G A M E V I D EO G A M E N E W S TOP 10 GAMES IN 2019 MOBILE ECOSYSTEM CHAPTER 2 USER SPENDING PROFILES OF FRENCH 1 Clash of Clans Supercell GAMERS BANDAI NAMCO 2 Dragon Ball Z Dokkan Battle Entertainment Inc. 3 Brawl Stars Supercell 4 Candy Crush Saga King 5 Clash Royale Supercell 6 Summoners War Com2uS 7 Homescapes Playrix BANDAI NAMCO 8 Dragon Ball Legends Entertainment Inc. 9 Pokémon GO Niantic, Inc. 10 Rise of Kingdoms Lilith Games About the SELL "French public and Video gaming" survey Data collected and analysed by Médiamétrie for SELL with the aim of measuring and understanding video game uses and purchases in France. Survey carried out online from 2nd to 27th September 2019 with a sample of 4,049 people aged 10 and over, representing web users living in France. All rights reserved © 2019 Médiamétrie - www.mediametrie.fr 30 Source: App Annie Intelligence end 2019. iOS and Google Play Data combined. 31
PROFILES OF PROFILES OF FRENCH GAMERS FRENCH GAMERS VIDEO GAMING IN FRANCE 49% of French people play regularly 52% 48% 71% of French people play AVERAGE AGE OF REGULAR GAMERS 40 video games at least Men Women 42 39 occasionally REPRESENTING 37.15 MILLION PEOPLE CHILDREN (AGED 10-17) ADULTS (AGED 18 AND OVER) 1 OUT OF 2 CHILDREN 1 OUT OF 3 ADULTS 96% 4.41 MILLION PEOPLE 69% 32.75 MILLION PEOPLE PLAYS EVERY DAY PLAYS EVERY DAY Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. 32 Occasional gamer: person who plays video games at least once a year. Regular gamer: person who plays video games at least once a week. Occasional gamer: person who plays video games at least once a year. Regular gamer: person who plays video games at least once a week. 33
PROFILES OF PROFILES OF FRENCH GAMERS FRENCH GAMERS FRENCH GAMERS FRENCH GAMERS P E R C E N TAG E O F GA M E R S P E R C E N TAG E O F G A M E R S BY AG E G R O U P BY S O C I O - P R O F E S S I O N A L C AT E G O RY 99% 84% 85% 82% 80% 66% 55% AB+ AB- RETIRED STUDENTS 28% 28% 18% 11% AG E 10-14 15-18 19-24 25-34 35-44 45-54 + 55 P E R C E N TAG E O F G A M E R S 20% BY E D U C AT I O N A L Q UA L I F I C AT I O N S play several times a day 29% play every day or AT LEAST 1 A LEVELS 3 YEARS 5 YEARS nearly every day QUALIFICATION OR MORE HIGHER HIGHER EDUCATION 95% 79% OR MORE EDUCATION GAMING OR MORE 19% 37% 23% play less often FREQUENCY P E R C E N TAG E O F G A M E R S BY R E G I O N 11% 21% play regularly PARIS AND GREATER PARIS REST OF FRANCE 19% 81% play from time to time (1 to 3 (1 to 2 times a week) times a month) 34 Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. 35
PROFILES OF PROFILES OF FRENCH GAMERS FRENCH GAMERS DEVICES USED SOCIAL ASPECT TO PLAY VIDEO GAMES OF VIDEO GAMING 53% P L AY A L O N E O R W I T H OT H E R S 50% 46% CHILDREN GAMERS 53% 24% 23% ADULT GAMERS 78% 13% 9% 31% ALONE WITH OTHERS PHYSICALLY WITH OTHERS ONLINE 21% 11% 6% MORE THAN A THIRD OF VIDEO GAMERS P L AY O N L I N E W I T H OT H E R P E O P L E Smartphone Computer TV Touch screen Handheld Box connected Gaming console tablet console to the TV smartphone 38 44 32 43 AV E R AG E G A M E R AG E P E R P L AT F O R M 32 40 35 65% Non-players 35% Players online on line with with other players other players of which NUMBER OF DEVICES 60% children U S E D F O R GA M I N G 31% adults 2.2 average FEELING OF BELONGING TO A C O M M U N I T Y 1 out of 5 gamers Nearly 1 out of 2 children 36 Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. 37
A R E S P O N S I B L E I N D U S T RY TO HELP CHAPTER 3 PARENTAL CONTROL A RESPONSIBLE To help families establish rules for playing video games, all gaming platforms have a parental control system. This parental control, which is part of all consoles and computers, enables parents to supervise the games their children play. F INDUSTRY or several years, console manufacturers (Sony, Microsoft and These systems strive to protect young audiences from content and behaviour Nintendo), Mac and Windows operating unsuitable for their age. Nevertheless, it is systems and also Google and most essential for parents to keep an eye on what mobile terminals have been offering simple video games their children are playing, find and effective solutions. Just a few minutes are out information about the games and take required to configure the parental control and an interest in this hobby, gaming, chatting benefit from all its functions. These systems with their children and more. The website block access to games above a certain age or PédaGoJeux.fr - ‘Video games explained to category in the PEGI rating system. They also parents’ is a mine of information: understand control online purchases, limit web browsing, the gaming world, get information about the keep track of the time spent gaming and can most talked about games, understand the limit online interaction. PEGI symbols, best practices, etc. HERE IS A LIST OF DIFFERENT EQUIPMENT AND SOFTWARE THAT HAS AN INTEGRATED PARENTAL CONTROL SYSTEM THAT CAN BE CONFIGURED TO THE PEGI SYSTEM. HOME CONSOLES HANDHELD CONSOLES MOBILES COMPUTERS WEB BROWSERS Microsoft Xbox 360 Nintendo DS Smart phones using Windows operating Google Chrome Android system Microsoft Xbox One Nintendo 3DS Apple Safari/WebKit Tablets using Android Mac operating system Nintendo Wii Sony PSP Mozilla Firefox Nintendo Wii U Sony PlayStation Vita Nintendo Switch Sony PlayStation 3 Sony PlayStation 4 38 39
A RESPONSIBLE A R E S P O N S I B L E I N D U S T RY I N D U S T RY PEGI HARSH LANGUAGE FRIGHTENING INTEGRATED PURCHASING PAN EUROPEAN GAME INFORMATION The PEGI age rating system (Pan European Game Information) gives parents throughout Europe the opportunity to make enlightened decisions before purchasing a video game. L aunched in spring 2003, PEGI has replaced a WHAT DO THE LABELS MEAN? certain number of national age ratings through The PEGI labels appear on the front and back of the cov- unique labels that are now used in most Euro- er, indicating one of the following age ratings: 3, 7, 12, pean countries. The system enjoys the support 16 or 18 (age). They provide a reliable indication of the of the leading console manufacturers, including Sony, game's content with regard to the protection of minors. Microsoft and Nintendo, and also interactive game pub- The age rating does not take into account the difficulty lishers and developers throughout Europe. It is also used of the game or the skills required to play it. The descrip- for all new apps available from the Google Play Store. tors (see below) on the back cover indicate the main The age rating system was created by the ISFE - the In- reasons why a game has a specific age rating. teractive Software Federation of Europe. CREATED PRESENT NEARLY FEDERATING IN IN 30,000 1,800 2003 38 COUNTRIES GAMES ENDORSED MEMBER COMPANIES This game contains This game contains images This game encourages bad language. which may encourage and/or teaches discrimination. gambling. Suitable for all ages. THE LABELS Unrealistic. Mild violence in a comical context. Implicit violence. INTEGRATED Fantasy characters. Cartoon, fun. PURCHASING No inappropriate content. Frightening scenes for young children. This game refers This game shows nudity The game allows the to the use of drugs and/or sexual behaviour or player to buy virtual goods (including tobacco and alcohol). makes sexual references. with real money. Violence towards fantasy characters or Realistic violence towards human characters. Extreme violence to defenceless or innocent FRIGHTENING unrealistic violence towards human characters. Sports action with presence of blood. Foul human characters. Idealisation of drug use. Moderate foul language, nudity, horror. language, drug use. Representation of Sexual expression or activity. This game contains violent This game may frighten young criminal activity. scenes. children. 40 41
A RESPONSIBLE A R E S P O N S I B L E I N D U S T RY I N D U S T RY PEGI PEGI ANALYSIS OF THE 2019 OFFER P H YS I C A L M A R K E T SALES ANALYSIS, MARKET SHARE IN 2019 P H YS I C A L M A R K E T 13 % € 254,372,580 5,566,790 30 % € 149,254,190 3,885,767 16 % € 87,531,831 VA LU E (IN EUROS) 2,063,884 VO LU M E € 46,215,465 1,197,242 16 % 24% € 160,356,718 3,603,133 42 43 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2019. Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2019.
A RESPONSIBLE A R E S P O N S I B L E I N D U S T RY I N D U S T RY PARENT W H Y D O PA R E N T S G A M E BEHAVIOUR WITH THEIR CHILDREN? TOWARDS VIDEO GAMES To share an activity 71% H OW AT T E N T I V E PA R E N T S For fun 56 % A R E TO T H E I R C H I L D R E N ’ S V I D E O GA M I N G P R AC T I C E S Their children ask them to 49 % Because they like to game 42 % 17 % I'm always next to him when To check game content 20 % he plays video games 71% of parents are careful 32 % He plays video games by himself, but I advise against certain games 54% 65% of parents say they play with their children at least occasionally about their children’s gaming H OW O F T E N PA R E N T S of parents advise against certain games or choose GAME WITH THEIR CHILDREN the games their children 22% are allowed to play He plays video games by Often 8% himself, but I choose the games he can play Regularly 17% Occasionally 40 % 29 % He plays video games by Rarely 18% himself and doesn’t need my approval to play the games he wants to play Never 17 % 44 45 Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over.
A RESPONSIBLE A R E S P O N S I B L E I N D U S T RY I N D U S T RY PARENT BEHAVIOUR THE ACT OF BUYING AND THE TOWARDS VIDEO GAMES PEGI RATING SYSTEM K N OW L E D G E A N D U S E O F AT T I T U D E TO T H E PA R E N TA L C O N T R O L P E G I * R AT I N G SYS T E M PA R E N T S 91% PAY AT T E N T I O N TO T H E P E G I SYS T E M say they are aware of it 9% 56 % 44 % yes no 32 % Do not know about Know about parental parental control control and use it 59 % CHILDREN PAY AT T E N T I O N TO T H E P E G I SYS T E M Know about parental control but do not use it K N OW A B O U T T H E P EG I SYST E M Children 73 % YES NO 46 % 54 % yes no Adults 56 % YES NO 46 47 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over.
SELL CHAPTER 4 THE MISSIONS OF SELL SELL: SYNDICAT DES EDITEURS DE T he Union of Video Game Publishers (SELL) was founded in LOGICIELS DE LOISIRS, THE UNION 1995 by key players on the video game market. To support the growing video game industry and its accessibility, video game professionals (console manufacturers, game OF VIDEO GAME PUBLISHERS publishers, accessory manufacturers, etc.) needed to speak with the same voice. Following the example of the Interactive Software Federation of Europe (ISFE) which defends the interests of the video gaming sector on a European level, SELL immediately became the primary contact for French public institutions, the media and different associations. In twenty-five years, SELL has taken many decisive actions to ensure video gaming is recognised as one of France’s favourite leisure activities. This success is not solely down to the quality of games sold by SELL members. Aware of their responsibilities to gamers and their friends and families, in 2003 SELL members implemented a simple, complete and independent video game rating system: PEGI (Pan European Game Information). SELL expressed the industry’s desire to be responsible through the PEGI rating system and through an information resource for parents (PédaGoJeux). In 2015 this commitment to society became concrete with the PEGI system’s approval from the French Home Secretary as the rating system for video games in France. SELL’s main objective is to promote video games and gaming with the general public, national and European stakeholders and the authorities. For this, SELL organises two shows every year, the Interactive & Digital Entertainment Festival (IDEF) and Paris Games Week (PGW), federating the main operators in the video game sector. 48 49
U N I O N O F V I D EO GA M E SELL PUBLISHERS THE MISSIONS PROMOTE VIDEO GAMES SELL’s mission is to promote video gaming, the industry’s innovations and creativity with the general public, OF SELL national and European stakeholders and also the media. It achieves this through regular communication and most importantly via two essential annual events: - IDEF: created in June 2006, this trade show brings together manufacturers, publishers, accessory manufacturers and buyers to generate business. REPRESENTING THE PUBLISHING INDUSTRY - Paris Games Week: created in October 2010, this general public exhibition promotes the entire gaming ecosystem As an industry spokesperson, SELL’s primary vocation is to defend the interests of its members and, more generally, all of every year to share the sector’s new products with gamers. The 2019 brought together 317,000 visitors and 194 the video game sector. It is the key contact with public authorities, politicians and also innovative and cultural ecosystems. exhibitors. To achieve its objectives, SELL has invested in several organisations and working groups: - The inter-ministerial working group comprising the General Directorate for Enterprise (DGE), the CNC, Ubisoft, the National Video Game Union (SNJV) and SELL - CSA: member of the Child Protection Commission - CNC: member of the Commission for Diversity in the Cultural Sector - ISFE: member of the Board of Directors INFORM AND PROTECT Since its beginnings, SELL has been committed to a corporate social responsibility initiative to inform and protect the consumer. In this way, the organisation operates in many areas to raise the awareness of gamers, parents and families about how to play video games. This investment is represented by concrete actions: - PEGI: created in 2003 and approved in 2015 by the French government, this European video game STRUCTURE MARKET system that rates the games according to content INFORMATION and age provides clear and precise information SELL works with partners to provide the whole ecosystem with about video games. reliable studies on the video game market, gamer profiles and also - PédaGoJeux: a collective created in 2008 by bringing their habits when it comes to buying and use. Several panels are together people from public bodies, the gaming industry used to provide this analysis: and associations. Its aim is to guide parents - GSD panel: Game Sales Data (distributors and digital) – ISFE/B2Boost and educators through the world of video gaming. - GameTrack panel (consumers) – ISFE/IPSOS - Support for organisations in the sector who are looking - App Annie panel (mobiles) – ISFE to develop the video game industry with a key focus - Occasional studies: French people and video games – SELL/ on responsibility: Women in Games, CapGame, France Médiamétrie eSports and also Silver Geek. 50 51
U N I O N O F V I D EO GA M E SELL PUBLISHERS PROMOTING THE INDUSTRY’S SELL has developed key devices to shed light on essential issues for the sector. Embracing an informative, educational and promotional approach to the video game industry, INNOVATIONS, GAMERS AND throughout the year SELL gives a voice to gamers, talented people and experts through documentaries and video series. RESPONSIBILITY TERRAINS DE JEUX PLAYER PROFILE PLAY AS YOU ARE 2 ART AND VIDEO GAMES This video documentary will be accompanied by a Through this new web series, SELL interviews men and This 9-minute video shows how video gaming is Through this documentary series of five episodes, SELL special issue of Essential Video Games exploring fifty women gamers and particularly focuses on their many an inclusive activity for people with disabilities. spotlights the relationship between classical art and years of technological innovations. What are the major different passions. Fashion, running, painting, cinema... Professionals, charity workers and people with video gaming. The process of creating a video game phases that represented this industry’s development? These hobbies may initially seem unconnected, but disabilities discuss initiatives that have made gaming involves many artists and artistic references, drawing Which technologies from video games have spread they are all linked. Creativity, competition, sharing... accessible to all and helped change society’s views of inspiration from the arts to create original works to other sectors? What are the current video game these talents are communicable and complement each disability. Video gaming is a fantastic tool for breaking of great scope and diversity. From architecture to trends that are shaping our future? A panel of video other perfectly. down barriers and getting everyone to play together. music, visual arts to literature and all other sources of game industry experts attempts to answer all these inspiration, Art & video games invites gamers to learn questions. more about the close links that bind them together. YOU CAN FIND ALL THIS CONTENT AND MUCH MORE ON THE SELL.FR WEBSITE OR ON OUR YOUTUBE CHANNEL YOUTUBE.COM/SELLTV. 52 53
THE BOARD THE MEMBERS OF DIRECTORS OF SELL Activision Blizzard Frédérique de Fondaumière Activision Blizzard Bandai Namco Entertainment Christophe Havart Bethesda Bandai Namco Entertainment Bigben Interactive Julie Chalmette Capcom Bethesda Disney Interactive Dominique Cor Electronic Arts Electronic Arts Focus Home Interactive John Bert Innelec Multimedia Focus Home Interactive Just For Games Yves Bléhaut Koch Media Microids Konami Ina Gelbert Microids Microsoft Microsoft Philippe Lavoué Nintendo Nintendo Orange Philippe Cardon Quantic Dream Sony Interactive Entertainment Sega Patrick Bellaiche and Michel Magne Sony Interactive Entertainment Take-Two Interactive Square Enix John Parkes Ubisoft Take-Two Interactive Ubisoft Yves Elalouf Warner Bros. Interactive Entertainment Warner Bros. Interactive Entertainment 54 55
Julie Chalmette Chairwoman Emmanuel Martin Anne Sophie Meryl Pioche Camille Adam General Delegate Montadier Marketing Manager Public affairs e.martin@sell.fr Communication m.pioche@sell.fr and Communication and Marketing Manager Project Manager as.montadier@sell.fr c.adam@sell.fr Read all of SELL’s news on social media @SELL_JeuxVideo @SELL.JeuxVideo @SELL_JeuxVideo SELL TV www.sell.fr
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