ESSENTIAL VIDEO GAME NEWS - FRENCH MARKET REPORT 2020 - SELL
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ESSENTIAL MARCH 2021 VIDEO GAME NEWS CHAPTER 1 THE FRENCH VIDEO GAME MARKET 08 CHAPTER 2 PROFILES OF FRENCH GAMERS 44 CHAPTER 3 GAMER TYPOLOGY 50 CHAPTER 4 A RESPONSIBLE INDUSTRY 58 CHAPTER 5 SELL 68 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.
A WORD FROM THE CHAIRWOMAN 2 020 will stand as The video game industry continues to play an a unique year for essential role for technological, cultural and creative our sector. Firstly industries. The innovations experienced first by - and independently of gamers are often generalised through video gaming the health crisis we have before transitioning to other sectors and industries. experienced - this year Video gaming is a "laboratory” of innovations where was always going to be creative freedom has no boundaries. exceptional. The release of two new consoles in 2020 was essential for the video game industry’s the same year, the rise of ambition for recognition. It is now established as a cloud gaming and the many new software innovations media in its own right, offering many opportunities predicted an extremely dynamic year. And then the beyond its primary function as entertainment. epidemic arrived with its impact on this particular situation. For many French people in lockdown, video gaming was a lifeline that entertained them The release of two new and helped them chat, share and escape a very gloomy reality. More than ever in 2020, video gaming consoles in the same year, the rise of cloud A WORD revealed its eminently social characteristics. In 2020, the video game industry posted its best gaming and the many performance, achieving historic sales of 5.3 billion new software innovations euros. This growth of +11.3% demonstrates a high increase in the engagement of all players. In total, predicted an extremely FROM THE 27.5 million games, 2.3 million consoles and 7 million dynamic year. accessories were sold over the year. All ecosystems are posting growth: the Console As you know, the cancellation of Paris Games Week ecosystem grew by +10% and represents 51% total was a difficult but necessary decision. We do not yet CHAIRWOMAN video game market share, PC Gaming by +9% and know what this year has in store, but we are already Mobile Gaming by +16%. working on putting on an exceptional edition for the show’s faithful audience, as soon as the situation For games sales, digital games experienced a record allows. Gamers tells us every day how much they are year: sales of complete digital games for consoles looking forward to this event as do all those involved saw +79% growth in one year. Sales of physical in this exciting adventure. games showed quite remarkable resistance with a Once again this year, the video game industry will be moderate fall of -3.2% despite a difficult context for there, going above and beyond this difficult situation physical distribution. Console software turnover is still to continue entertaining and delivering dreams to dominated by physical game sales which represent even more gamers. 38% in value. 36% of this value is generated by digital game sales and 15% by additional downloadable Take care, content and micro-transactions. Julie Chalmette 4 5
METHODOLOGY METHODOLOGY PANELS AND METHODOLOGY European gamers, their buying behaviour across all platforms, helping to generate an in- ESTIMATIONS FOR 2020 TURNOVER ARE THE RESULT OF COLLABORATION BETWEEN depth view of their gaming habits and uses. The THREE ORGANISATIONS PROVIDING SELL THEIR DATA, FOR A PRECISE ANALYSIS countries covered are France, the UK, Germany OF THE SECTOR’S ACTIVITY. and Spain and also the United States and Russia. GameTrack supports the GSD project by GSD: for the physical market GSD and GameTrack: for the digital market providing a more global vision of the markets in App Annie and GameTrack: for the mobile market which it operates. METHODOLOGY: – Retail panel: the data on video game sales METHODOLOGY: is sent by distributors from each country on GameTrack data is collated quarterly from two a weekly basis. The data is standardised, surveys: combined, anonymised and extrapolated to recreate the entire market. To guarantee a - An offline survey carried out annually on a reliable and standardised product database, the sample 1,000 people aged 15 and over. It is information on catalogues is directly supplied used to balance answers from a more detailed by the publishers. In parallel, the publishers online survey. provide data to hone the extrapolation ABOUT GAMETRACK GameTrack is an additional project set up in - An online survey, carried out monthly with a calculation models to offer a sharper vision of 2011, built around a consumer panel operated sample of (the same) 3,000 people per quarter, markets that are not completely covered by the by Ipsos for the ISFE. GameTrack data comes aged 6 to 64. retail panel. from monthly survey data published quarterly. The data analyses the demographics of – Digital panel: digital data sales cover complete game sales on the PlayStation Network (PSN), ABOUT GSD Xbox Live (XBL), Nintendo eShop (third-party publishers) and PC sales networks. The sales (GAME SALES DATA) figures are sent each week directly by the video Launched in 2013, the GSD project is the game publishers taking part in the project and result of a European project run by the ISFE therefore do not require any extrapolation. GSD (Interactive Software Federation of Europe) is the only data source for game downloads with around a hundred partners, with the aim of based on real sales. unifying data collection from different territories and regrouping this data (physical or digital) within one tool available to trade associations, ABOUT APP ANNIE distributors and video game publishers App Annie analyses data from app stores participating in the panel. The retail panel has (scores, rankings, comments, etc.) and been launched in 25 European countries. The combined, anonymised transactional data GSD digital panel today covers 50 countries in from over a million applications. With this data, Europe, the Middle East, Africa and Asia-Pacific. App Annie produces estimations about app The panel is operated by Sparkers. download and revenue performance. 6 7
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET 2020 MARKET REPORT SALES TOTAL SALES AND MARKET SHARE BY ECOSYSTEM* 5.3 +11.3 CONSOLE MOBILE PC GAMING *TOTAL ECOSYSTEM** ECOSYSTEM*** ECOSYSTEM** MARKET 2.707 1.426 1.182 % BILLION EUROS BILLION EUROS BILLION EUROS BILLION VS 2019 EUROS GROWTH IN MARKET SALES 51% IN MILLION EUROS 5,315 4,951 4,776** 4,303 3,645 27% 22% 2016 2017 2018 2019 2020 Sources: SELL data, from GSD/GameTrack/App Annie panels at end 2020. *Ecosystems: Console + PC + mobile, physical and digital. 10 *Ecosystems: Console + PC + mobile, physical and digital. **Sources: SELL data, from GSD/GameTrack panels at end 2020. 11 ** Data revised in 2020. *** Source: GameTrack estimations using user spending data from App Annie 2020, converted into euros and including French taxes.
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET GROWTH MARKET SEGMENTS IN SALES BREAKDOWN BY ECOSYSTEM* OF SALES* IN MILLION EUROS CONSOLE PC GAMING MOBILE ECOSYSTEM** ECOSYSTEM** ECOSYSTEM*** 2,249 2,105 +10% +9% +16% VS 2019 1,426 GROWTH IN ECOSYSTEM SALES IN MILLION EUROS 1,195 1,231 2,749 +7% 1,042 2,707 2,459 2,401 +16% +15% 445 398 1,946 1,426 +12% 1,237 1,231 1,124 1,061 2019 2020 2019 2020 2019 2020 2019 2020 1,182 778 1,086 965 SOFTWARE HARDWARE ACCESSORIES MOBILE*** 638 PC GAMING PC GAMING PC GAMING + CONSOLE** + CONSOLE** + CONSOLE** 2016 2017 2018 2019 2020 *Ecosystems: Console + PC + mobile, physical and digital. *Ecosystems: Console + PC + mobile, physical and digital. 12 **Sources: SELL data, from GSD/GameTrack panels at end 2020. *** Source: GameTrack estimations using user spending data from App Annie 2020, converted into euros and including French taxes. **Sources: SELL data, from GSD/GameTrack panels at end 2020. *** Source: GameTrack estimations using user spending data from App Annie 2020, converted into euros and including French taxes. 13
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET CLOSE-UP ON SEGMENTS: CLOSE-UP ON SOFTWARE MARKET SHARE BREAKDOWN OF SALES* PC GAMING 0.2% ECOSYSTEM 3 % PC gaming Physical PC software CONSOLE 9% accessories ECOSYSTEM 48% CONSOLE 27% Digital SOFTWARE PC software 39% 10 % Mobile BY PLATFORM software MOBILE SOFTWARE PC gaming 5.3 hardware 13% PC SOFTWARE 5% Console accessories BILLION EUROS* 43%DIGITAL (PC + CONSOLE) 13% 39% Console hardware 21% Digital MOBILE BY FORMAT** console software 18% 13 % PHYSICAL (PC + CONSOLE) Physical console software CONSOLE ECOSYSTEM 14 *SELL data, from GSD, GameTrack, App Annie Intelligence panels at end 2020. *SELL data, from GSD, GameTrack, App Annie Intelligence panels at end 2020. 15 ** Physical = complete physical games. Digital = complete digital games + additional content (DLC, season passes, micro-transactions, subscriptions and services)
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET CONSOLE CONSOLE ECOSYSTEM ECOSYSTEM BREAKDOWN OF 2020 SALES IN EUROS GROWTH AND BREAKDOWN OF 2020 SALES IN EUROS SOFTWARE 65 1,757 million % +9.5% 38% 36% Physical + digital software VS 2019 666 million 625 million physical games Complete digital games 1,757 2,707 MILLION MILLION 3 % +9.5% 10% 270 million 10 % 51 million VS 2019 15% on-demand Accessories 9 VS 2019 services % 257 million +11.3% 158 million DLC Subscriptions Micro-transactions VS 2019 PHYSICAL DIGITAL 25% +11% 38% 62% 679 million 666 million 1,091 million Hardware VS 2019 - 3.2% +19.1% VS 2019 VS 2019 16 Sources: SELL data, from GSD/GameTrack panels at end 2020. Sources: SELL data, from GSD/GameTrack panels at end 2020. 17
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET CONSOLE CONSOLE ECOSYSTEM ECOSYSTEM GROWTH IN SALES FOR 2020 GROWTH IN SALES FOR 2020 H A R DWA R E AC C E S S O R I E S MILLION MILLION 679 EUROS +11%VS 2019 270 EUROS +11.3%* VS 2019 TOP 3 CONSOLE ACCESSORIES 2.3 I N VA LU E CONTROLLERS +15% 1 +11% I N V O LU M E CONTROLLERS MILLION CONSOLES SOLD IN 2020 = VS 2019 HEADSETS AND AUDIO +27% 2 +22% HEADSETS AND AUDIO MISCELLANEOUS (styluses, protective gear, etc.) -17% 3 -20% MISCELLANEOUS (styluses, protective gear, etc.) 18 Sources: SELL data, from GSD/GameTrack panels at end 2020. Sources: SELL data, from GSD/GameTrack panels at end 2020. 19 *2019 data revised in 2020.
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 20 GAMES IN 2020 TOP 20 GAMES IN 2020 ALL PLATFORMS ALL PLATFORMS PHYSICAL MARKET IN VALUE PHYSICAL MARKET IN VOLUME , 1 4 Assassin’s Creed Valhalla UBISOFT 24,134 813 € 1 4 Assassin’s Creed Valhalla UBISOFT 389,952 5 The Last of Us Part II SONY INTERACTIVE ENTERTAINMENT , , 21 514 241 € 5 The Last of Us Part II SONY INTERACTIVE ENTERTAINMENT , 345 792 6 Call of Duty: Black Ops Cold War ACTIVISION BLIZZARD , , 19 808 766 € 6 Call of Duty: Black Ops Cold War ACTIVISION BLIZZARD , 330 220 ANIMAL CROSSING: 7 Ring Fit Adventure NINTENDO , , 17 592 009 € ANIMAL CROSSING: 7 Super Mario 3D All-Stars NINTENDO , 323 792 NEW HORIZONS NEW HORIZONS Nintendo 8 Super Mario 3D All-Stars NINTENDO , , 16 383 252 € Nintendo 8 Minecraft: Nintendo Switch Edition MICROSOFT , 303 007 53,706,186 € 1,079,290 9 Luigi’s Mansion 3 NINTENDO , , 11 986 582 € 9 Ring Fit Adventure NINTENDO , 261 436 2 10 The Legend Of Zelda: Breath of the Wild NINTENDO , , 11 631 530 € 2 10 51 Worldwide Games NINTENDO , 257 545 11 New Super Mario Bros. U Deluxe NINTENDO , , 11 273 206 € 11 Luigi’s Mansion 3 NINTENDO , 243 734 12 Cyberpunk 2077 BANDAI NAMCO ENTERTAINMENT , , 11 214 094 € 12 New Super Mario Bros. U Deluxe NINTENDO , 228 963 13 Ghost of Tsushima SONY INTERACTIVE ENTERTAINMENT , , 10 721 432 € 13 Super Mario Party NINTENDO , 212 217 FIFA 21 FIFA 21 Electronic Arts Electronic Arts 52,050,423 € 14 Super Mario Party NINTENDO , , 10 422 268 € 929,610 14 The Legend Of Zelda: Breath of the Wild NINTENDO , 205 983 15 Spider-Man: Miles Morales SONY INTERACTIVE ENTERTAINMENT , , 8 945 297 € 15 Grand Theft Auto V TAKE-TWO INTERACTIVE , 188 738 3 16 51 Worldwide Games NINTENDO , , 8 788 626 € 3 16 FIFA 20 ELECTRONIC ARTS , 187 229 17 Dragon Ball Z: Kakarot BANDAI NAMCO ENTERTAINMENT , , 8 696 040 € 17 Cyberpunk 2077 BANDAI NAMCO ENTERTAINMENT , 177 659 18 Minecraft: Nintendo Switch Edition MICROSOFT , , 8 519 377 € 18 Ghost of Tsushima SONY INTERACTIVE ENTERTAINMENT , 167 531 MARIO KART 8 19 Pokémon Sword NINTENDO , , 8 086 911 € MARIO KART 8 19 Hyrule Warriors: Age of Calamity NINTENDO , 162 320 DELUXE DELUXE Nintendo Nintendo 27,115,565 € 20 Hyrule Warriors: Age of Calamity NINTENDO , , 7 873 697 € 553,803 20 Pokémon Sword NINTENDO , 158 598 20 Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 21
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 20 GAMES IN 2020 TOP 20 GAMES IN 2020 ALL PLATFORMS ALL PLATFORMS PHYSICAL + DIGITAL MARKET IN VALUE PHYSICAL + DIGITAL MARKET IN VOLUME , , 1 1 TAKE-TWO 4 Assassin’s Creed Valhalla UBISOFT 37 451 785 € 4 Grand Theft Auto V INTERACTIVE 602,423 5 The Last of Us Part II SONY INTERACTIVE ENTERTAINMENT , , 27 418 985 € 5 Assassin’s Creed Valhalla UBISOFT , 565 925 6 Mario Kart 8 Deluxe NINTENDO , , 27 114 873 € 6 Mario Kart 8 Deluxe NINTENDO 553,789 7 Call of Duty: Modern Warfare ACTIVISION BLIZZARD , , 22 380 692 € 7 FIFA 20 ELECTRONIC ARTS , 537 097 FIFA 21 FIFA 21 Electronic Arts 8 Ring Fit Adventure NINTENDO , , 17 591 700 € Electronic Arts 8 The Last of Us Part II SONY INTERACTIVE ENTERTAINMENT , 434 486 76,944,734 € 1,324,565 9 FIFA 20 ELECTRONIC ARTS , , 17 234 526 € 9 Call of Duty: Modern Warfare ACTIVISION BLIZZARD , 385 214 2 10 Super Mario 3D All-Stars NINTENDO , , 16 383 252 € 2 10 Super Mario 3D All-Stars NINTENDO , 323 792 11 Ghost of Tsushima SONY INTERACTIVE ENTERTAINMENT , , 15 466 153 € 11 Minecraft: Nintendo Switch Edition MICROSOFT , 302 999 12 Final Fantasy VII Remake SQUARE ENIX , , 13 459 703 € 12 NBA 2k20 TAKE-TWO INTERACTIVE , 269 607 ANIMAL CROSSING: 13 Dragon Ball Z: Kakarot BANDAI NAMCO ENTERTAINMENT , , 13 332 175 € ANIMAL CROSSING: 13 Ring Fit Adventure NINTENDO , 261 432 NEW HORIZONS NEW HORIZONS Nintendo , , Nintendo 53,706,186 € 14 Grand Theft Auto V TAKE-TWO INTERACTIVE 12 899 465 € 1,079,290 14 51 Worldwide Games NINTENDO , 257 545 15 Luigi's Mansion 3 NINTENDO , , 11 985 984 € 15 Luigi’s Mansion 3 NINTENDO , 243 722 3 16 The Legend Of Zelda: Breath of the Wild NINTENDO , , 11 631 157 € 3 16 Ghost of Tsushima SONY INTERACTIVE ENTERTAINMENT , 236 560 17 Spider-Man: Miles Morales SONY INTERACTIVE ENTERTAINMENT , , 11 280 487 € 17 New Super Mario Bros. U Deluxe NINTENDO , 228 955 18 New Super Mario Bros. U Deluxe NINTENDO , , 11 272 823 € 18 Super Mario Party NINTENDO , 212 211 CALL OF DUTY: BLACK OPS COLD WAR 19 Cyberpunk 2077 CD PROJEKT RED , , 11 214 094 € CALL OF DUTY: BLACK OPS COLD WAR 19 Dragon Ball Z: Kakarot BANDAI NAMCO ENTERTAINMENT , 206 697 Activision Blizzard Activision Blizzard 43,225,562 € 20 Super Mario Party NINTENDO , 10,421 940 € 664,792 20 The Legend Of Zelda: Breath of the Wild NINTENDO , 205 976 22 Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 23 This listing does not include Nintendo digital sales data. This listing does not include Nintendo digital sales data.
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 20 GAMES IN 2020 TOP 20 GAMES IN 2020 BY PLATFORM BY PLATFORM PHYSICAL MARKET IN VALUE PHYSICAL MARKET IN VOLUME , 1 1 SONY INTERACTIVE SONY INTERACTIVE 4 The Last of Us Part II PS4 ENTERTAINMENT 19,607 024 € 4 The Last of Us Part II PS4 ENTERTAINMENT 330,406 5 Ring Fit Adventure SWITCH NINTENDO , , 17 592 009 € 5 Super Mario 3D All-Stars SWITCH NINTENDO , 323 792 Minecraft: 6 Super Mario 3D All-Stars SWITCH NINTENDO , , 16 383 252 € 6 Nintendo Switch Edition SWITCH MICROSOFT , 303 007 SWITCH SWITCH ANIMAL CROSSING: 7 Assassin’s Creed Valhalla PS4 UBISOFT , 14 750 716 € , ANIMAL CROSSING: 7 Ring Fit Adventure SWITCH NINTENDO , 261 436 NEW HORIZONS Call of Duty: NEW HORIZONS Nintendo 8 Black Ops Cold War PS4 ACTIVISION BLIZZARD , , 13 537 966 € Nintendo 8 51 Worldwide Games SWITCH NINTENDO , 257 545 53,706,186 € 1,079,290 9 Luigi’s Mansion 3 SWITCH NINTENDO , , 11 986 582 € 9 Assassin’s Creed Valhalla PS4 UBISOFT , 248 418 2 10 The Legend Of Zelda: Breath of the Wild SWITCH NINTENDO , , 11 584 450 € 2 10 Luigi’s Mansion 3 SWITCH NINTENDO , 243 734 New Super Mario Bros. U Call of Duty: 11 Deluxe SWITCH NINTENDO , , 11 273 206 € 11 Black Ops Cold War PS4 ACTIVISION BLIZZARD , 231 936 New Super Mario Bros. 12 Super Mario Party SWITCH NINTENDO , , 10 422 268 € 12 U Deluxe SWITCH NINTENDO , 228 963 PS4 PS4 13 Ghost of Tsushima PS4 SONY INTERACTIVE ENTERTAINMENT , , 9 289 509 € 13 Super Mario Party SWITCH NINTENDO , 212 217 FIFA 21 FIFA 21 Electronic Arts Electronic Arts The Legend Of Zelda: 40,133,320 € 14 51 Worldwide Games SWITCH NINTENDO , , 8 788 626 € 696,147 14 Breath of the Wild SWITCH NINTENDO , 204 890 Minecraft: Grand Theft Auto V 15 Nintendo Switch Edition SWITCH MICROSOFT , , 8 519 377 € 15 Premium Edition PS4 TAKE-TWO INTERACTIVE , 162 997 3 16 Hyrule Warriors: Age of Calamity SWITCH NINTENDO , , 7 873 697 € 3 16 Hyrule Warriors: Age of Calamity SWITCH NINTENDO , 162 320 Super Smash Bros. 17 Ultimate SWITCH NINTENDO , , 7 630 404 € 17 Ghost of Tsushima PS4 SONY INTERACTIVE ENTERTAINMENT , 155 101 SWITCH 18 Cyberpunk 2077 PS4 CD PROJEKT RED , , 7 303 471 € SWITCH 18 Just Dance 2021 SWITCH UBISOFT , 145 477 Mario & Sonic at the Tokyo MARIO KART 8 DELUXE 19 2020 Olympic Games SWITCH SEGA , , 7 193 427 € MARIO KART 8 DELUXE 19 Pokémon Sword SWITCH NINTENDO , 145 200 Nintendo Nintendo Mario & Sonic at the Tokyo 27,115,565 € 20 Pokémon Sword SWITCH NINTENDO , , 7 115 272 € 553,803 20 2020 Olympic Games SWITCH SEGA , 142 199 Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 24 25
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 20 GAMES IN 2020 TOP 20 GAMES IN 2020 BY PLATFORM BY PLATFORM PHYSICAL + DIGITAL MARKET IN VALUE PHYSICAL + DIGITAL MARKET IN VOLUME , 1 1 SONY INTERACTIVE SONY INTERACTIVE 4 The Last of Us Part II PS4 ENTERTAINMENT 24,252 955 € 4 The Last of Us Part II PS4 ENTERTAINMENT 403,129 Call of Duty: 5 Black Ops Cold War PS4 ACTIVISION BLIZZARD , , 21 023 154 € 5 FIFA 20 PS4 ELECTRONIC ARTS , 368 701 Call of Duty: 6 Assassin’s Creed Valhalla PS4 UBISOFT , 20 747 511 € , 6 Black Ops Cold War PS4 ACTIVISION BLIZ- ZARD , 351 247 SWITCH SWITCH ANIMAL CROSSING: 7 Ring Fit Adventure SWITCH NINTENDO , , 17 591 700 € ANIMAL CROSSING: 7 Assassin’s Creed Valhalla PS4 UBISOFT , 337 262 NEW HORIZONS NEW HORIZONS Nintendo 8 Super Mario 3D All-Stars SWITCH NINTENDO , , 16 383 252 € Nintendo 8 Super Mario 3D All-Stars SWITCH NINTENDO , 323 792 53,706,186 € 1,079,290 Call of Duty: Minecraft: 9 Modern Warfare PS4 ACTIVISION BLIZZARD , 14 524 133 € , 9 Nintendo Switch Edition SWITCH MICROSOFT , 302 999 2 10 Ghost of Tsushima PS4 SONY INTERACTIVE ENTERTAINMENT , , 12 791 566 € 2 10 Ring Fit Adventure SWITCH NINTENDO , 261 432 Call of Duty: 11 Luigi’s Mansion 3 SWITCH NINTENDO , , 11 985 984 € 11 Modern Warfare PS4 ACTIVISION BLIZ- ZARD , 261 155 The Legend Of Zelda: 12 Breath of the Wild SWITCH NINTENDO , , 11 584 081 € 12 Grand Theft Auto V PS4 TAKE-TWO INTER- ACTIVE , 257 866 PS4 PS4 13 FIFA 20 PS4 ELECTRONIC ARTS , , 11 508 201 € 13 51 Worldwide Games SWITCH NINTENDO , 257 545 FIFA 21 FIFA 21 Electronic Arts New Super Mario Bros. Electronic Arts 49,491,581 € 14 U Deluxe SWITCH NINTENDO , , 11 272 823 € 847,809 14 Luigi’s Mansion 3 SWITCH NINTENDO , 243 722 New Super Mario Bros. 15 Super Mario Party SWITCH NINTENDO , , 10 421 940 € 15 U Deluxe SWITCH NINTENDO , 228 955 3 16 51 Worldwide Games SWITCH NINTENDO , , 8 788 626 € 3 16 Super Mario Party SWITCH NINTENDO , 212 211 17 Dragon Ball Z: Kakarot PS4 BANDAI NAMCO ENTERTAINMENT , , 8 610 900 € 17 Ghost of Tsushima PS4 SONY INTERACTIVE ENTERTAINMENT , 208 224 Minecraft: The Legend Of Zelda: SWITCH 18 Nintendo Switch Edition SWITCH MICROSOFT , , 8 519 127 € SWITCH 18 Breath of the Wild SWITCH NINTENDO , 204 884 Hyrule Warriors: MARIO KART 8 DELUXE 19 Age of Calamity SWITCH NINTENDO , , 7 873 697 € MARIO KART 8 DELUXE 19 Just Dance 2020 SWITCH UBISOFT , 185 725 Nintendo Nintendo Mario + Rabbids 27,115,565 € 20 FIFA 21 XBOX ONE ELECTRONIC ARTS , , 7 762 878 € 553,789 20 Kingdom Battle SWITCH UBISOFT , 164 510 Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 26 This listing does not include Nintendo digital sales data. This listing does not include Nintendo digital sales data. 27
THE FRENCH VIDEO GAME MARKET TOP 10 TYPES OF VIDEO GAMES BOUGHT IN 2020 PHYSICAL + DIGITAL MARKET IN VOLUME Action TOP WEEKLY Sports 6,458,478 SALES 3,401,828 Every Monday, discover Adventure the top video game sales in France 2,789,631 SELL.FR Shooting / FPS 2,666,603 RPG 2,513,705 ON SOCIAL MEDIA Racing 2,054,239 @SELL_JeuxVideo @SELL.JeuxVideo Strategy / RTS 1,966,785 Family 1,237,973 @SELL_JeuxVideo SELL TV Fighting/combat 1,134,179 OR SUBSCRIBE TO OUR DEDICATED NEWSLETTER Casual games (board games, cards, puzzles) 382,422 Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 28 This listing does not include Nintendo digital sales data.
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET PC GAMING PC GAMING ECOSYSTEM ECOSYSTEM BREAKDOWN OF 2020 SALES IN EUROS GROWTH AND BREAKDOWN OF 2020 SALES IN EUROS SOFTWARE 46 % 228 million 42 % MMO games (subscriptions + F2P) 30% 491 491 million 147 million PC gaming DLC software Micro-transactions 44 % -1.9% MILLION 516 million PC gaming hardware** 1,182 MILLION VS 2019 -1.9% VS 2019 2% +20% VS 2019 +8.9 % 8 million on-demand 15% 2% VS 2019 services 8 million 6 28 million % 71 million complete digital games physical games games on social media and browsers 15% PHYSICAL DIGITAL 2% 98% +13% 175 million PC gaming VS 2019 accessories 8 million 483 million -20.8% -1.5% VS 2019 VS 2019 Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 30 Hardware: sales of PCs fitted with a high-performance graphics card. Accessories: mice, keyboards, screens for PC gaming. Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 31 *Estimations
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET PC GAMING TOP 10 ECOSYSTEM TYPES OF VIDEO GAMES BREAKDOWN OF 2020 SALES IN EUROS BOUGHT IN 2020 PHYSICAL + DIGITAL MARKET IN VOLUME HARDWARE* Action 686,228 Strategy / RTS MILLION 539,666 516 EUROS** +20% VS 2019 Adventure 448,800 Shooting / FPS 410,850 RPG 379,378 ACCESSORIES Sports 134,639 Racing MILLION 68,932 175 EUROS** +13% VS 2019 Fighting/combat 65,325 Casual games (board games, cards, puzzles) 60,717 Flight simulation 35,110 Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 32 *Hardware: sales of PCs fitted with a high-performance graphics card. Accessories: mice, keyboards, screens for PC gaming. 33 **Estimations
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 20 GAMES IN 2020 TOP 20 GAMES IN 2020 PC GAMING ECOSYSTEM PC GAMING ECOSYSTEM PHYSICAL + DIGITAL MARKET IN VALUE PHYSICAL + DIGITAL MARKET IN VOLUME , 1 1 TAKE-TWO 4 Borderlands 3 INTERACTIVE 1 453,049 € 4 Football Manager 2020 SEGA 39,307 5 Football Manager 2021 SEGA , , 1 383 836 € 5 Borderlands 3 TAKE-TWO INTERACTIVE , 38 344 6 Crusader Kings III PARADOX INTERACTIVE , , 1 367 219 € 6 Farming Simulator 19 FOCUS HOME INTERACTIVE , 34 439 FOOTBALL 7 Grand Theft Auto V TAKE-TWO INTERACTIVE , , 1 112 288 € TOM CLANCY’S 7 Assassin’s Creed Odyssey UBISOFT , 30 113 RAINBOW SIX MANAGER 2020 SIEGE Sega 8 Microsoft Flight Simulator MICROSOFT , , 1 107 180 € Ubisoft 8 Football Manager 2021 SEGA , 27 893 1,932,067 € 56,817 9 Assassin’s Creed Odyssey UBISOFT , 833 025 € 9 Sid Meier’s Civilization VI TAKE-TWO INTERACTIVE , 27 475 2 10 Farming Simulator 19 FOCUS HOME INTERACTIVE , 796 178 € 2 10 Metro Exodus DEEP SILVER , 26 356 11 Tom Clancy’s Rainbow Six Siege UBISOFT 726 € 078 11 Monster Hunter: World CAPCOM , 24 876 12 Metro Exodus DEEP SILVER , 672 852 € 12 Total War: Warhammer II SEGA , 24 093 RED DEAD 13 Total War: Warhammer II SEGA , 657 787 € GRAND 13 Crusader Kings III PARADOX INTERACTIVE , 23 753 REDEMPTION 2 THEFT AUTO V Take-Two Interactive 14 Dragon Ball Z: Kakarot BANDAI NAMCO ENTERTAINMENT , 595 395 € Take-Two Interactive 14 Far Cry 5 UBISOFT , 20 270 1,675,126 € 56,809 15 Monster Hunter: World CAPCOM , 530 309 € 15 Cyberpunk 2077 BANDAI NAMCO ENTERTAINMENT , 19 886 3 16 Sid Meier’s Civilization VI TAKE-TWO INTERACTIVE , 510 439 € 3 16 A Plague Tale: Innocence FOCUS HOME INTERACTIVE , 19 669 17 The Sims 4 ELECTRONIC ARTS , 470 339 € 17 The Sims 4 ELECTRONIC ARTS , 18 981 18 Marvel’s Avengers SQUARE ENIX , 452 543 € 18 Rise of the Tomb Raider SQUARE ENIX , 18 916 CYBERPUNK 2077 19 Resident Evil 3 CAPCOM , 447 360 € RED DEAD 19 Xcom: Chimera Squad TAKE-TWO INTERACTIVE , 18 875 REDEMPTION 2 CD Projekt Red Take-Two Interactive 1,485,704 € 20 Sekiro: Shadows Die Twice ACTIVISION BLIZZARD , 416 464 € 44,086 20 Assassin’s Creed Origins UBISOFT , 18 035 Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 34 35
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 20 PUBLISHERS TOP 20 PUBLISHERS SOFTWARE SOFTWARE PHYSICAL + DIGITAL MARKET IN VALUE PHYSICAL + DIGITAL MARKET IN VOLUME 1 Nintendo 1 Nintendo 2 Electronic Arts 2 Ubisoft 3 Ubisoft 3 Electronic Arts 4 Activision Blizzard 4 Sony Interactive Entertainment 5 Sony Interactive Entertainment 5 Take-Two Interactive 6 Take-Two Interactive 6 Activision Blizzard 7 Bandai Namco Entertainment 7 Square Enix 8 Square Enix 8 Bandai Namco Entertainment 9 Sega 9 Sega 10 Warner Bros. Interactive 10 Warner Bros. Interactive 11 CD Projekt Red 11 Koch Media 12 Koch Media 12 Capcom 13 Mojang 13 Microids 14 Capcom 14 Mojang 15 Focus Home Interactive 15 Focus Home Interactive 16 Nacon 16 Nacon 17 Microids 17 CD Projekt Red 18 Microsoft 18 Konami 19 Codemasters 19 Microsoft 20 Konami 20 Outright Games Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. Sources: SELL data, from GSD/GameTrack panels at end 2020. Excluding bundles. 36 This listing does not include Nintendo digital sales data. This listing does not include Nintendo digital sales data. 37
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET MOBILE TOP 10 GAMES IN 2020 ECOSYSTEM MOBILE ECOSYSTEM GROWTH IN SALES FOR 2020 DOWNLOADS S O F T WA R E FREE APPS PAYABLE APPS 1,426 Minecraft 1 Brain Out Eyewind 1 Microsoft Pocket Edition Monopoly 2 Coin Master Moon Active 2 Marmalade by Marmalade MILLION +16%* 3 Gardenscapes New Acres Playrix 3 Plague Inc Ndemic Creations EUROS VS 2019 Football Manager 4 Among Us! InnerSloth 4 SEGA SAMMY 2020 Mobile APP MARKET IN FRANCE IN 2020 5 Brawl Stars Supercell 5 Grand Theft Auto: Take-Two San Andreas Interactive IOS AND GOOGLE PLAY COMBINED 57% 33% 6 Brain Test: Unico Studio 6 Farming Giants Software Apps Apps Tricky Puzzles Simulator 20 7 Magic Tiles 3 Amanotes 7 Geometry Dash RobTop BY Clue: The Classic BY 8 Homescapes Playrix 8 Marmalade Mystery Game DOWNLOADS** CONSUMER SPENDING 9 Scrabble Go Scopely 9 True Skate True Axis Fishdom: 43% 67% 10 Deep Dive Playrix 10 Mini Metro Playdigious Games Games 38 *Source: GameTrack estimations using user spending data from App Annie 2020, convert- Source: App Annie Intelligence end 2019. iOS and Google Play Data combined. 39 ed into euros and including French taxes. **App Annie Intelligence at end 2020
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 10 GAMES IN 2020 TOP 10 PUBLISHERS MOBILE ECOSYSTEM OF GAMING APPS IN 2020 CONSUMER SPENDING BY DOWNLOADS AND CONSUMER SPENDING BY DOWNLOADS BY CONSUMER SPENDING 1 Coin Master Moon Active 1 France 1 Finland 2 Clash of Clans Supercell 2 United States 2 United States 3 Brawl Stars Supercell 3 Israel 3 Ireland 4 Dragon Ball Z Dokkan Battle Bandai Namco Entertainment 4 Belarus 4 Israel 5 Gardenscapes - New Acres Playrix 5 Ireland 5 Japan 6 Summoners War GAMEVIL 6 France 6 China 7 Candy Crush Saga Activision Blizzard 7 Turkey 7 South Korea The Seven Deadly Sins: 8 Netmarble Hikari to Yami no Grand Cross 8 Vietnam 8 United States 9 Homescapes Playrix 9 Germany 9 China 10 State of Survival FunPlus 10 Russia 10 Australia 40 Source: App Annie Intelligence end 2020. iOS and Google Play Data combined. Source: App Annie Intelligence end 2020. iOS and Google Play Data combined. 41
THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 10 GAMES IN 2020 BY GAME TYPE BY DOWNLOADS AND CONSUMER SPENDING BY DOWNLOADS BY CONSUMER SPENDING Hyper Casual RPG 30.15% 23.83% Puzzle Strategy 18.58% 19.51% Simulation Puzzle 10.17% 16.49% Arcade Action 8.28% 8.85% Action Simulation 3.84% 7.25% Strategy Traditional 3.03% 6.83% RPG Hybrid/Other 2.93% 4.94% Sports Sports 2.57% 2% Party FPS 2.43% 1.97% Lifestyle Lifestyle 2.42% 1.85% 42 Source: App Annie Intelligence end 2020. iOS and Google Play Data combined. Source: App Annie Intelligence end 2020. iOS and Google Play Data combined. 43
CHAPTER 2 THE PROFILE OF FRENCH GAMERS ABOUT THE SELL "FRENCH PEOPLE AND VIDEO GAMING" SURVEY Data collected and analysed by Médiamétrie for SELL with the aim of measuring and understanding the uses and profiles of video gamers in France. Survey carried out online from 1st to 24th September 2020 with a sample of 4,072 people aged 10 and over, representing web users living in France. All rights reserved © 2020 Médiamétrie - www.mediametrie.fr
PROFILES OF FRENCH GAMERS PROFILES OF FRENCH GAMERS VIDEO GAMING PROFILE OF A REGULAR IN FRANCE FRENCH GAMER 36.46 MILLION GAMERS 52% OF FRENCH PEOPLE PLAY REGULARLY 53% 47% 71% of French people play video games at least 39 Men AVERAGE AGE 39 Women 39 OCCASIONALLY* OF REGULAR GAMERS* 1 OUT OF 2 CHILDREN 1 OUT OF 3 ADULTS PLAY EVERY DAY PLAY EVERY DAY 52% 35% Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. *Regular 46 Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. *Occasional gamer: gamer who says they play video games at least once a year. gamer: gamer who says they play video games at least once a week. 47
PROFILES OF FRENCH GAMERS PROFILES OF FRENCH GAMERS FRENCH FRENCH GAMERS GAMERS PERCENTAGE OF GAMERS BREAKDOWN OF GAMERS BY AGE GROUP BY SOCIAL CATEGORY 96% 92% 87% 82% 78% 66% 52% AB+ AB- RETIRED STUDENTS 28% 28% 19% 10% AGE 10-14 15-18 19-24 25-34 35-44 45-54 55+ BREAKDOWN OF GAMERS 20% play several BY EDUCATION times a day 32% play every day or AT A LEVELS 3 YEARS OR +5 YEARS OR nearly every day LEAST OR MORE IN HIGHER MORE IN HIGHER 1 QUALIFICATION MORE EDUCATION EDUCATION 17% GAMING 96% 81% 34% 22% play less often FREQUENCY BREAKDOWN OF GAMERS BY REGION 10 % 21% PARIS AND GREATER PARIS REST OF FRANCE play from time to time (1 to 3 play regularly (1 to 2 times a week) 20% 80% times a month) 48 Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. 49
PROFILES OF FRENCH GAMERS PROFILES OF FRENCH GAMERS DEVICES USED SOCIAL ASPECT TO PLAY VIDEO GAMES OF VIDEO GAMING ALONE OR WITH OTHERS 53% 49% 45% 51% games console CHILDREN GAMERS 50% 20% 30% (TV or laptop) ADULT GAMERS 76% 13% 11% 28% WITH OTHERS ALONE WITH OTHERS ONLINE PHYSICALLY 19% 13% 6% MORE THAN A THIRD OF VIDEO GAMERS PLAY ONLINE WITH OTHER PEOPLE Smartphone Computer TV Touch screen Handheld Box connected Gaming console tablet console to the TV smartphone 37 42 32 43 AVERAGE GAMER AGE PER PLATFORM 30 37 36 63% of gamers 37% of gamers play online do not play games NUMBER OF DEVICES online games USED FOR GAMING 2.1 1 device 41% 2 devices 29% average 3 devices FEELING OF BELONGING 17% TO A COMMUNITY NEARLY 1 OUT OF 2 1 OUT OF 5 GAMERS CHILDREN Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a 50 sample of 4,072 web users aged 10 and over. 51
GAMER TYPOLOGY CHAPTER 3 GROUP HIERARCHY GAMER DEPENDING ON THEIR GAMING FREQUENCY TYPOLOGY CASUAL COMMITTED INVESTED FUN GAMERS GAMERS ACTIVE GAMERS TECH GEEKS 33% 29% 19% 19% OF GAMERS OF GAMERS OF GAMERS OF GAMERS PRINCIPLES OF THE TYPOLOGY OBJECTIVES OF THE TYPOLOGY • Identify criteria that will help create the groups. • Create groups of individuals according to their GAMING FREQUENCY • Calculate the similarities between individuals similarities using a set of criteria given the chosen variables. • Create groups of individuals who are as • Create classes by allocating each individual to similar as possible so that these groups are as their nearest group. different as possible • Each individual is allocated to one group only. Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. 53
GAMER TYPOLOGY GAMER TYPOLOGY CASUAL FUN GAMERS GAMERS 29% 18% 33% 58% Women 50% 10-14 10% 58% 50 and over 32% 29% 35-49 24% OF GAMERS living in a household OF GAMERS 38% Retired 19% 31% of at least 4 people 23% GAMING FREQUENCY DEVICE GAMING FREQUENCY DEVICE 70% 66% 33% 72% 72% 34% play video games have played video games 56% play on 1 device 41% play once have played video games play on play on for less than 5 hours over for less than 5 hours at least once a day the last 7 days 59% play on a regular smartphone 53% or twice a week over the last 7 days a games console 2 devices 35% play on a touch screen tablet 28% 52% 59% 21% 59% 51% 29% 74% do not have a console 34% SOCIAL INTERACTION TYPE OF GAMES PLAYED SOCIAL INTERACTION TYPE OF GAMES PLAYED 90% 89% 22% 21% do not feel like 53% 17% play children's play sports play alone they belong to play with other and/or family play casual/mobile games games a gamer community people in the same room games 73% 78% 38% 14% 16% 16% CASUAL GAMERS ALL VIDEO GAMERS FUN GAMERS ALL VIDEO GAMERS 54 Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. 55
GAMER TYPOLOGY GAMER TYPOLOGY COMMITTED INVESTED ACTIVE GAMERS TECH GEEKS 55% 43% Men 15-34 50% 34% 19% 67% 50% Men 10-24 50% 30% 19% OF GAMERS 20% Students 10% OF GAMERS GAMING FREQUENCY DEVICE GAMING FREQUENCY DEVICE 60% 20% 33% 22% 56% 91% play on a games console 51% have played video games have played video games play video games at least once a day for over 10 hours play on play several times a day for over 15 hours 49% play on 4 or more devices 14% over the last 7 days over the last 7 days have a latest a computer 65% generation console 28% 52% 15% 49% 20% 9% 21% have a virtual reality headset 7% SOCIAL INTERACTION TYPE OF GAMES PLAYED SOCIAL INTERACTION TYPE OF GAMES PLAYED 81% 56% 56% play on line 37% 32% 61% 67% feel like they belong play with others play role-playing/ play on line play action play role-playing/ to a gamer community 22% online 14% adventure games games adventure games feel like they belong 34% to a gamer community 22% 25% 37% 22% 19% 25% CONSUMPTION CONSUMPTION 31% 44% subscribe to subscribe to a gaming platform a gaming platform 16% 16% COMMITTED ACTIVE GAMERS ALL VIDEO GAMERS INVESTED TECH GEEKS ALL VIDEO GAMERS 56 Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. 57
A RESPONSIBLE INDUSTRY CHAPTER 4 TO HELP A PARENTAL CONTROL 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. INDUSTRY For several years, console manufacturers (Sony, Microsoft and Nintendo), Mac and Windows operating systems and also Google and most mobile terminals have been offering simple These systems strive to protect young audiences from content and behaviour unsuitable for their age. Nevertheless, it is essential for parents to keep an eye on what video games their and effective solutions. Just a few minutes are children are playing, find out information about required to configure the parental control and the games and take an interest in this hobby, benefit from all its functions. These systems gaming, chatting with their children and more. block access to games above a certain age or The website “PédaGoJeux.fr – Video games category in the PEGI rating system. They also explained to parents” is a mine of information: control online purchases, limit web browsing, understand the gaming world, information keep track of the time spent gaming and can about the most talked about games, understand limit online interaction. the 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 Microsoft Xbox One Nintendo 3DS Android system Apple Safari/WebKit Microsoft Xbox Series Sony PSP Tablets using Android Windows operating Mozilla Firefox Sony PlayStation Vita MacOS Nintendo Wii Nintendo Wii U Nintendo Switch Sony PlayStation 3 Sony PlayStation 4 Sony PlayStation 5 59
A RESPONSIBLE INDUSTRY A RESPONSIBLE INDUSTRY PEGI PAN EUROPEAN GAME DRUGS 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. Launched 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 unique labels that are now used in most of the cover, indicating one of the following age European countries. The system enjoys the ratings: 3, 7, 12, 16 or 18 (age). They provide a support of the leading console manufacturers, reliable indication of the game's content with including Sony, Microsoft and Nintendo, regard to the protection of minors. and also interactive game publishers and The age rating does not take into account the developers throughout Europe. It is also used difficulty of the game or the skills required to for all new apps available from the Google Play play it. The descriptors (see below) on the back Store. The age rating system was created by cover indicate the main reasons why a game the ISFE - the Interactive Software Federation has a specific age rating. of Europe. CREATED PRESENT NEARLY FEDERATING IN IN 30,000 1,800 2003 38 COUNTRIES APPROVED GAMES MEMBER COMPANIES This game contains bad language. This game contains images which This game encourages and/or may encourage discrimination. teaches gambling. Suitable for all ages. Unrealistic. Mild violence in a comical context. Fantasy THE LABELS Implicit violence, cartoon, fun. Frightening characters. scenes for young children. DRUGS No inappropriate content. This game refers to This game shows nudity and/or The game allows the player to buy the use of drugs sexual behaviour or makes sexual digital goods with real money. (including tobacco and alcohol). references. Violence towards fantasy characters or Realistic violence towards human characters. Extreme violence to defenceless or innocent unrealistic violence towards human characters. Sports action with presence of blood. human characters. Idealisation of drug use. Moderate foul language, nudity, horror. Foul language, drug use. Representation Sexual expression or activity. This game contains violent scenes. This game may frighten young of criminal activity. children. 60 61
A RESPONSIBLE INDUSTRY A RESPONSIBLE INDUSTRY PEGI PEGI ANALYSIS OF SALES ANALYSIS, THE 2020 OFFER MARKET SHARE IN 2020 PHYSICAL + DIGITAL MARKET PHYSICAL + DIGITAL MARKET 16% 36% 31% 31% 27% 30% 15% 14% 13% 18% 12% 10% 8% 15% 24% IN VALUE IN VOLUME 62 Sources: SELL data, from GSD/GameTrack panels at end 2020. Sources: SELL data, from GSD/GameTrack panels at end 2020. 63
A RESPONSIBLE INDUSTRY A RESPONSIBLE INDUSTRY PARENT BEHAVIOUR WHY DO PARENTS GAME WITH THEIR CHILDREN? TOWARDS VIDEO GAMES To share an activity 55% HOW ATTENTIVE PARENTS ARE For fun 48% TO THEIR CHILDREN’S VIDEO GAMING PRACTICES Their children ask them to 44% 12% Because they like to game 37% I'm always next to him when he plays video games. To check game content 17% 29% 66% of parents say they play He plays video games by himself, with their children at least occasionally 68% but I choose the games 56% he can play. of parents are careful of parents advise about their children’s against certain games or gaming choose the games their HOW OFTEN PARENTS 27% children are allowed to GAME WITH THEIR CHILDREN He plays video games play by himself, but I advise against certain games. Often 9% Regularly 16% 32% Occasionally 41% He plays video games by himself and doesn’t need Rarely 19% my approval to play the games he wants to play. Never 15% 64 Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. 65
A RESPONSIBLE INDUSTRY A RESPONSIBLE INDUSTRY PARENT BEHAVIOUR THE ACT OF BUYING TOWARDS VIDEO AND THE PEGI GAMES RATING SYSTEM KNOWLEDGE AND USE OF ATTITUDE TO THE PEGI RATING SYSTEM PARENTAL CONTROL PARENTS PAY ATTENTION TO THE PEGI SYSTEM 88% +5 pts say they are aware of it VS 2019 +4 pts 60% 40% YES NO 37% 12% VS 2019 know about parental control do not know about and use it parental control 51% know about parental control but do not use it CHILDREN PAY ATTENTION TO THE PEGI SYSTEM KNOW ABOUT THE PEGI SYSTEM Children 74% YES NO Adults +8 pts 54% 46% 59% YES NO VS 2019 YES NO +3 pts VS 2019 66 Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. Source: online SELL/Médiamétrie study “French people and video gaming” from 1st to 24th September 2020, with a sample of 4,072 web users aged 10 and over. 67
S.E.L.L. CHAPTER 5 THE MISSIONS OF SELL THE UNION The Union of Video Game Publishers (SELL) was founded in 1995 by key players on the video game market. To support OF VIDEO GAME the growing video game industry and its accessibility, video game professionals (console manufacturers, game publishers, accessory manufacturers, etc.) needed to speak with one voice. Following the example of the Interactive PUBLISHERS 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. 69
S.E.L.L. S.E.L.L. THE MISSIONS PROMOTING VIDEO GAMES SELL’s mission is to promote video gaming, the industry’s innovations and creativity with the general public, national and European stakeholders and also the media. It achieves this through OF SELL 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. -P aris Games Week: created in October 2010, this general public exhibition promotes the entire REPRESENTING THE PUBLISHING INDUSTRY gaming ecosystem every year to share the sector’s new products with gamers. The 2019 edition As an industry spokesperson, SELL’s primary vocation is to defend the interests of its members hosted some 317,000 visitors and 194 exhibitors. and, more generally, all of the video game sector. It is the key contact with public authorities, politicians and also innovative and cultural ecosystems. To achieve its objectives, SELL has invested in several organisations and working groups: -T he 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. 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: -P EGI – created in 2003 and approved in 2015 by the French government, this European video game system that rates the games according to content and age provides clear and precise information about video games. STRUCTURING MARKET INFORMATION -P édaGoJeux: a collective created in 2008 by SELL works with partners to provide the whole ecosystem bringing together people from public bodies, with reliable studies on the video game market, gamer the gaming industry and associations. Its aim profiles and also their habits when it comes to buying and is to guide parents and educators through the use. Several panels are used to provide this analysis: world of video. -G SD panel: Game Sales Data (distributors and -S upport for organisations in the sector who are digital) – ISFE/B2Boost looking to develop the video game industry with - GameTrack panel (consumers) – ISFE/IPSOS a key focus on responsibility: Women in Games, - App Annie panel (mobile) – ISFE CapGame, France eSports and also Silver Geek. -O ccasional studies: French people and video gaming – SELL/Médiamétrie 70 71
SELL SELL THE BOARD THE MEMBERS OF DIRECTORS OF SELL Christophe Havart Bandai Namco Entertainment Julie Chalmette Bethesda Dominique Cor Electronic Arts John Bert Focus Home Interactive James Rebours Koch Media Ina Gelbert Microsoft Philippe Lavoué Nintendo Guillaume de Fondaumière Quantic Dream Philippe Cardon Sony Interactive Entertainment Patrick Bellaiche and Michel Magne Take-Two Interactive John Parkes Ubisoft Yves Elalouf Warner Bros. Interactive Entertainment 72 73
Julie Chalmette Chairwoman Nicolas Vignolles Anne Sophie Montadier Meryl Pioche General Delegate Communication and Marketing Manager n.vignolles@sell.fr Marketing Director m.pioche@sell.fr as.montadier@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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