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 5CHAPTER 1
THE FRENCH VIDEO
GAME MARKET
6 7THE 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. 31PROFILES 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. 33PROFILES 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. 35PROFILES 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. 37A 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 39A 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 41A 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 49U 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 51U 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 53THE 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 55Julie 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.frYou can also read