MARCH 2021 ESSENTIAL NEWS

FRENCH MARKET REPORT 2020 MARCH 2021 ESSENTIAL VIDEO GAME NEWS

CHAPTER 1 THE FRENCH VIDEO GAME MARKET 08 CHAPTER 2 PROFILES OF FRENCH VIDEO GAME PLAYERS 44 CHAPTER 3 TYPOLOGY OF VIDEO GAME PLAYERS 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 020 will stand as The continues to play an essential a unique year for role for technological, cultural and creative industries. 2our sector. Firstly The innovations experienced first by video game - and independently of players 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 ambition for recognition. It is now established as a of cloud video games and the many new software media in its own right, offering many opportunities innovations predicted an extremely dynamic year. beyond its primary function as entertainment. And then the epidemic arrived with its impact on this particular situation. For many French people in lockdown, video gaming was a lifeline that entertained The release of two new them and helped them chat, share and escape a very consoles in the same gloomy reality. More than ever in 2020, video gaming revealed its eminently social characteristics. year, the rise of cloud

In 2020, the video game industry posted its best video games and the performance, achieving historic sales of 5.3 billion many new software euros. This growth of +11.3% demonstrates a high A WORD increase in the engagement of all players. In total, innovations predicted an 27.5 million games, 2.3 million consoles and 7 million extremely dynamic year. accessories were sold over the year.

All ecosystems are posting growth: the Console As you know, the cancellation of Paris Games Week FROM THE ecosystem grew by +10% and represents 51% total was a difficult but necessary decision. We do not yet video game market share, PC video games by +9% know what this year has in store, but we are already and Mobile video games by +16%. working on putting on an exceptional edition for the show’s faithful audience, as soon as the situation For games sales, video games experienced a record allows. Video game players tell us every day how year: sales of complete video games for consoles much they are looking forward to this event as do all CHAIRWOMAN saw +79% growth in one year. Sales of physical those involved 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 video game players. 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

video game players, their buying behaviour PANELS AND METHODOLOGY across all platforms, helping to generate an in- ESTIMATIONS FOR 2020 TURNOVER ARE THE RESULT OF COLLABORATION BETWEEN depth view of their gameplay habits and uses. THREE ORGANISATIONS PROVIDING SELL THEIR DATA, FOR A PRECISE ANALYSIS The countries covered are France, the UK, OF THE SECTOR’S ACTIVITY. Germany and Spain and also the United States and Russia. GameTrack supports the GSD GSD: for the physical market GSD and GameTrack: for the digital market project by providing a more global vision of the App Annie and GameTrack: for the mobile market markets in 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 online survey. by the publishers. In parallel, the publishers ABOUT GAMETRACK provide data to hone the extrapolation 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 by sample of (the same) 3,000 people per quarter, markets that are not completely covered by the Ipsos for the ISFE. GameTrack data comes from aged 6 to 64. retail panel. monthly survey data published quarterly. The data analyses the demographics of European – Digital panel: digital data sales cover complete game sales on the PlayStation Network (PSN), ABOUT GSD Live (XBL), Nintendo eShop (third-party (GAME SALES DATA) publishers) and PC sales networks. The sales 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 CHAPTER 1 FRENCHTHE VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET 2020 MARKET REPORT SALES TOTAL SALES AND MARKET SHARE BY ECOSYSTEM*

*TOTAL CONSOLE MOBILE PC MARKET ECOSYSTEM** ECOSYSTEM*** ECOSYSTEM** 2.707 1.426 1.182 5.3 +11.3% BILLION EUROS BILLION EUROS BILLION EUROS BILLION VS 2019 EUROS

GROWTH IN MARKET SALES IN MILLION EUROS 5,315 4,951 51% 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 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 1,042 2,749 2,707 +7%

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 PC PC + CONSOLE** + CONSOLE** + CONSOLE**

2016 2017 2018 2019 2020

*Ecosystems: Console + PC + mobile, physical and digital. *Ecosystems: Console + PC + mobile, physical and digital. **Sources: SELL data, from GSD/GameTrack panels at end 2020. **Sources: SELL data, from GSD/GameTrack panels at end 2020. 12 *** Source: GameTrack estimations using user spending data from App Annie 2020, converted into euros and including French taxes. *** 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 0.2% ECOSYSTEM % Physical 3 PC software PC CONSOLE % accessories ECOSYSTEM 48% 9 CONSOLE Digital % SOFTWARE PC software 27 Mobile BY PLATFORM 39% % software MOBILE 10 SOFTWARE PC hardware 13% PC SOFTWARE 5% Console accessories 5.3 BILLION 43% EUROS* DIGITAL (PC + CONSOLE) % 13 % Console 39% BY FORMAT** hardware 21 MOBILE Digital console software 18% PHYSICAL 13% (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 video 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 +9.5% 1,757 million Physical + digital software VS 2019 38% 36% 666 million 625 million physical games Complete video games 1,757 2,707 MILLION MILLION % % % +9.5 % 3 VS 2019 10 51 million 270 million 10 on-demand Accessories VS 2019 services % % 15 9 257 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

HARDWARE ACCESSORIES

MILLION +11% MILLION +11.3%* 679 EUROS VS 2019 270 EUROS VS 2019

TOP 3 CONSOLE ACCESSORIES

IN VALUE IN VOLUME

2.3 CONTROLLERS +15% 1 +11% CONTROLLERS MILLION CONSOLES HEADSETS AND AUDIO +27% 2 +22% HEADSETS AND AUDIO SOLD IN 2020 VS= 2019

MISCELLANEOUS -17% -20% MISCELLANEOUS (styluses, protective gear, etc.) 3 (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 SONY INTERACTIVE SONY INTERACTIVE 5 5 The Last of Us Part II ENTERTAINMENT 21,514,241 € The Last of Us Part II ENTERTAINMENT 345,792

ACTIVISION ACTIVISION 6 6 Call of Duty: Black Ops Cold War BLIZZARD 19,808,766 € Call of Duty: Black Ops Cold War BLIZZARD 330,220

7 Ring Fit Adventure NINTENDO 17 592 009 € 7 Super Mario 3D All-Stars NINTENDO 323,792 ANIMAL CROSSING: , , ANIMAL CROSSING: NEW HORIZONS NEW HORIZONS Nintendo 8 Super Mario 3D All-Stars NINTENDO 16,383,252 € Nintendo 8 Minecraft: 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

BANDAI NAMCO 12 12 NINTENDO Cyberpunk 2077 ENTERTAINMENT 11,214,094 € New Super Mario Bros. U Deluxe 228,963

SONY INTERACTIVE 13 13 NINTENDO Ghost of Tsushima ENTERTAINMENT 10,721,432 € Super Mario Party 212,217 FIFA 21 FIFA 21 Electronic Arts Electronic Arts 14 Super Mario Party NINTENDO 10 422 268 € 14 The Legend Of Zelda: Breath of the Wild NINTENDO 205 983 52,050,423 € , , 929,610 , SONY INTERACTIVE TAKE-TWO 15 15 Spider-Man: Miles Morales ENTERTAINMENT 8,945,297 € Grand Theft Auto V INTERACTIVE 188,738

3 16 51 Worldwide Games NINTENDO 8,788,626 € 3 16 FIFA 20 ELECTRONIC ARTS 187,229

BANDAI NAMCO BANDAI NAMCO 17 17 Dragon Ball Z: Kakarot ENTERTAINMENT 8,696,040 € Cyberpunk 2077 ENTERTAINMENT 177,659

SONY INTERACTIVE 18 MICROSOFT 18 Minecraft: Nintendo Switch Edition 8,519,377 € Ghost of Tsushima 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

TAKE-TWO 4 Assassin’s Creed Valhalla UBISOFT 4 602,423 1 37,451,785 € 1 Grand Theft Auto V INTERACTIVE SONY INTERACTIVE 5 5 UBISOFT The Last of Us Part II ENTERTAINMENT 27,418,985 € Assassin’s Creed Valhalla 565,925

6 Mario Kart 8 Deluxe NINTENDO 27,114,873 € 6 Mario Kart 8 Deluxe NINTENDO 553,789

ACTIVISION 7 7 ELECTRONIC ARTS Call of Duty: Modern Warfare BLIZZARD 22,380,692 € FIFA 20 537,097 FIFA 21 FIFA 21 SONY INTERACTIVE 8 NINTENDO 8 Electronic Arts Ring Fit Adventure 17,591,700 € Electronic Arts The Last of Us Part II ENTERTAINMENT 434,486 76,944,734 € 1,324,565 ACTIVISION 9 ELECTRONIC ARTS 9 FIFA 20 17,234,526 € Call of Duty: Modern Warfare BLIZZARD 385,214 2 10 Super Mario 3D All-Stars NINTENDO 16,383,252 € 2 10 Super Mario 3D All-Stars NINTENDO 323,792 SONY INTERACTIVE 11 11 MICROSOFT Ghost of Tsushima ENTERTAINMENT 15,466,153 € Minecraft: Nintendo Switch Edition 302,999

TAKE-TWO 12 SQUARE ENIX 12 Final Fantasy VII Remake 13,459,703 € NBA 2k20 INTERACTIVE 269,607

BANDAI NAMCO 13 13 NINTENDO ANIMAL CROSSING: Dragon Ball Z: Kakarot ENTERTAINMENT 13,332,175 € ANIMAL CROSSING: Ring Fit Adventure 261,432 NEW HORIZONS NEW HORIZONS Nintendo TAKE-TWO Nintendo 14 Grand Theft Auto V 12 899 465 € 14 51 Worldwide Games NINTENDO 257 545 53,706,186 € INTERACTIVE , , 1,079,290 ,

15 Luigi's Mansion 3 NINTENDO 11,985,984 € 15 Luigi’s Mansion 3 NINTENDO 243,722

SONY INTERACTIVE 16 The Legend Of Zelda: Breath of the Wild NINTENDO 16 3 11,631,157 € 3 Ghost of Tsushima ENTERTAINMENT 236,560

SONY INTERACTIVE 17 17 NINTENDO Spider-Man: Miles Morales ENTERTAINMENT 11,280,487 € New Super Mario Bros. U Deluxe 228,955

18 New Super Mario Bros. U Deluxe NINTENDO 11,272,823 € 18 Super Mario Party NINTENDO 212,211

BANDAI NAMCO CALL OF DUTY: 19 Cyberpunk 2077 CD PROJEKT RED 11 214 094 € CALL OF DUTY: 19 Dragon Ball Z: Kakarot 206 697 BLACK OPS COLD WAR , , BLACK OPS COLD WAR ENTERTAINMENT , 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

SONY INTERACTIVE SONY INTERACTIVE 4 The Last of Us Part II PS4 4 The Last of Us Part II PS4 330,406 1 ENTERTAINMENT 19,607,024 € 1 ENTERTAINMENT 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 6 SWITCH MICROSOFT 16,383,252 € Nintendo Switch Edition 303,007 SWITCH SWITCH 7 Assassin’s Creed Valhalla PS4 UBISOFT 14 750 716 € 7 Ring Fit Adventure SWITCH NINTENDO 261 436 ANIMAL CROSSING: , , ANIMAL CROSSING: , NEW HORIZONS NEW HORIZONS Call of Duty: ACTIVISION Nintendo 8 PS4 Nintendo 8 51 Worldwide Games SWITCH NINTENDO Black Ops Cold War BLIZZARD 13,537,966 € 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 The Legend Of Zelda: 10 SWITCH NINTENDO 10 Luigi’s Mansion 3 SWITCH NINTENDO 2 Breath of the Wild 11,584,450 € 2 243,734 New Super Mario Bros. U Call of Duty: ACTIVISION 11 SWITCH NINTENDO 11 PS4 Deluxe 11,273,206 € Black Ops Cold War BLIZZARD 231,936 New Super Mario Bros. 12 Super Mario Party SWITCH NINTENDO 12 SWITCH NINTENDO 10,422,268 € U Deluxe 228,963 PS4 PS4 SONY INTERACTIVE 13 Ghost of Tsushima PS4 13 Super Mario Party SWITCH NINTENDO ENTERTAINMENT 9,289,509 € 212,217 FIFA 21 FIFA 21 Electronic Arts Electronic Arts The Legend Of Zelda: 14 51 Worldwide Games SWITCH NINTENDO 8 788 626 € 14 SWITCH NINTENDO 204 890 40,133,320 € , , 696,147 Breath of the Wild , Minecraft: Grand Theft Auto V TAKE-TWO 15 SWITCH MICROSOFT 15 PS4 Nintendo Switch Edition 8,519,377 € Premium Edition INTERACTIVE 162,997 Hyrule Warriors: Hyrule Warriors: 16 SWITCH NINTENDO 16 SWITCH NINTENDO 3 Age of Calamity 7,873,697 € 3 Age of Calamity 162,320

Super Smash Bros. SONY INTERACTIVE 17 SWITCH NINTENDO 17 Ghost of Tsushima PS4 Ultimate 7,630,404 € ENTERTAINMENT 155,101

18 PS4 CD PROJEKT RED 18 SWITCH UBISOFT SWITCH Cyberpunk 2077 7,303,471 € SWITCH Just Dance 2021 145,477 Mario & Sonic at the Tokyo MARIO KART 8 19 SWITCH SEGA 7,193,427 € MARIO KART 8 19 Pokémon Sword SWITCH NINTENDO 145,200 DELUXE 2020 Olympic Games DELUXE Nintendo Nintendo Mario & Sonic at the Tokyo 20 Pokémon Sword SWITCH NINTENDO 20 SWITCH SEGA 27,115,565 € 7,115,272 € 553,803 2020 Olympic Games 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

SONY INTERACTIVE SONY INTERACTIVE 4 The Last of Us Part II PS4 4 The Last of Us Part II PS4 403,129 1 ENTERTAINMENT 24,252,955 € 1 ENTERTAINMENT Call of Duty: ACTIVISION 5 PS4 5 FIFA 20 PS4 ELECTRONIC ARTS Black Ops Cold War BLIZZARD 21,023,154 € 368,701

Call of Duty: ACTIVISION BLIZ- 6 Assassin’s Creed Valhalla PS4 UBISOFT 6 PS4 20,747,511 € Black Ops Cold War ZARD 351,247 SWITCH SWITCH 7 Ring Fit Adventure SWITCH NINTENDO 17 591 700 € 7 Assassin’s Creed Valhalla PS4 UBISOFT 337 262 ANIMAL CROSSING: , , ANIMAL CROSSING: , 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: ACTIVISION Minecraft: 9 PS4 9 SWITCH MICROSOFT Modern Warfare BLIZZARD 14,524,133 € Nintendo Switch Edition 302,999

SONY INTERACTIVE 10 Ghost of Tsushima PS4 10 Ring Fit Adventure SWITCH NINTENDO 2 ENTERTAINMENT 12,791,566 € 2 261,432 Call of Duty: ACTIVISION BLIZ- 11 Luigi’s Mansion 3 SWITCH NINTENDO 11 PS4 11,985,984 € Modern Warfare ZARD 261,155

The Legend Of Zelda: TAKE-TWO INTER- 12 SWITCH NINTENDO 12 Grand Theft Auto V PS4 Breath of the Wild 11,584,081 € 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 14 SWITCH NINTENDO 11 272 823 € 14 Luigi’s Mansion 3 SWITCH NINTENDO 243 722 49,491,581 € U Deluxe , , 847,809 , New Super Mario Bros. 15 Super Mario Party SWITCH NINTENDO 15 SWITCH NINTENDO 10,421,940 € U Deluxe 228,955

3 16 51 Worldwide Games SWITCH NINTENDO 8,788,626 € 3 16 Super Mario Party SWITCH NINTENDO 212,211

BANDAI NAMCO SONY INTERACTIVE 17 Dragon Ball Z: Kakarot PS4 17 Ghost of Tsushima PS4 ENTERTAINMENT 8,610,900 € ENTERTAINMENT 208,224 Minecraft: The Legend Of Zelda: 18 SWITCH MICROSOFT 18 SWITCH NINTENDO SWITCH Nintendo Switch Edition 8,519,127 € SWITCH Breath of the Wild 204,884 Hyrule Warriors: MARIO KART 8 19 SWITCH NINTENDO 7,873,697 € MARIO KART 8 19 Just Dance 2020 SWITCH UBISOFT 185,725 DELUXE Age of Calamity DELUXE Nintendo Nintendo Mario + Rabbids 20 FIFA 21 ELECTRONIC ARTS 20 SWITCH UBISOFT 27,115,565 € 7,762,878 € 553,789 Kingdom Battle 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 6,458,478 Sports SALES 3,401,828 Every Monday, discover Adventure the top video game sales in France 2,789,631

Shooting / FPS 2,666,603

RPG SELL.FR 2,513,705 ON SOCIAL MEDIA

Racing 2,054,239

Strategy / RTS @SELL_JeuxVideo @SELL.JeuxVideo 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 PC ECOSYSTEM ECOSYSTEM BREAKDOWN OF 2020 SALES IN EUROS GROWTH AND BREAKDOWN OF 2020 SALES IN EUROS

SOFTWARE 46% 228 million % MMO games % 42 (subscriptions + F2P) 30 491 million 147 million PC DLC software 491 Micro-transactions 44% -1.9% MILLION 516 million VS 2019 PC % hardware** 1,182 -1.9 MILLION VS 2019 +20% % VS 2019 % 2 +8.9 8 million % on-demand VS 2019 services 15 % 71 million 2 % complete video 8 million 6 games physical games 28 million games on social media and browsers % PHYSICAL DIGITAL 15 +13% 175 million % % PC VS 2019 2 98 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. Hardware: sales of PCs fitted with a high-performance graphics card. 30 Accessories: mice, keyboards, screens for PC gameplay. 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 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 539,666 MILLION +20% Adventure VS 2019 516 EUROS** 448,800 Shooting / FPS 410,850

RPG 379,378

ACCESSORIES Sports 134,639

Racing 68,932

MILLION +13% Fighting/combat VS 2019 175 EUROS** 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. *Hardware: sales of PCs fitted with a high-performance graphics card. 32 Accessories: mice, keyboards, screens for PC gameplay. 33 **Estimations THE FRENCH VIDEO GAME MARKET THE FRENCH VIDEO GAME MARKET TOP 20 GAMES IN 2020 TOP 20 GAMES IN 2020 PC ECOSYSTEM PC ECOSYSTEM PHYSICAL + DIGITAL MARKET IN VALUE PHYSICAL + DIGITAL MARKET IN VOLUME

TAKE-TWO 4 4 SEGA 39,307 1 Borderlands 3 INTERACTIVE 1,453,049 € 1 2020 TAKE-TWO 5 SEGA 5 Football Manager 2021 1,383,836 € Borderlands 3 INTERACTIVE 38,344

PARADOX FOCUS HOME 6 6 Crusader Kings III INTERACTIVE 1,367,219 € Farming Simulator 19 INTERACTIVE 34,439

TAKE-TWO 7 7 UBISOFT Grand Theft Auto V INTERACTIVE 1,112,288 € TOM CLANCY’S Assassin’s Creed Odyssey 30,113 FOOTBALL 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 TAKE-TWO 9 UBISOFT 9 Assassin’s Creed Odyssey 833,025 € Sid Meier’s Civilization VI INTERACTIVE 27,475

FOCUS HOME 10 10 DEEP SILVER 2 Farming Simulator 19 INTERACTIVE 796,178 € 2 Metro Exodus 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

PARADOX 13 Total War: Warhammer II SEGA 13 Crusader Kings III RED DEAD 657,787 € GRAND INTERACTIVE 23,753 REDEMPTION 2 THEFT AUTO V Take-Two Interactive BANDAI NAMCO Take-Two Interactive 14 Dragon Ball Z: Kakarot 595 395 € 14 Far Cry 5 UBISOFT 20 270 1,675,126 € ENTERTAINMENT , 56,809 , BANDAI NAMCO 15 CAPCOM 15 Monster Hunter: World 530,309 € Cyberpunk 2077 ENTERTAINMENT 19,886

TAKE-TWO FOCUS HOME 16 16 3 Sid Meier’s Civilization VI INTERACTIVE 510,439 € 3 A Plague Tale: Innocence 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

TAKE-TWO 19 CAPCOM RED DEAD 19 Resident Evil 3 447,360 € Xcom: Chimera Squad INTERACTIVE 18,875 CYBERPUNK 2077 REDEMPTION 2 Take-Two Interactive CD Projekt Red ACTIVISION 20 20 UBISOFT 1,485,704 € Sekiro: Shadows Die Twice BLIZZARD 416,464 € 44,086 Assassin’s Creed Origins 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

SOFTWARE FREE APPS PAYABLE APPS

Minecraft 1 Brain Out Eyewind 1 Microsoft Pocket Edition

Monopoly 2 Coin Master Moon Active 2 Marmalade 1,426 by Marmalade Gardenscapes Ndemic 3 Playrix 3 Plague Inc MILLION +16%* New Acres Creations VS 2019 EUROS Football Manager 4 Among Us! InnerSloth 4 SEGA SAMMY 2020 Mobile

Grand Theft Auto: Take-Two APP MARKET IN FRANCE IN 2020 Supercell 5 Brawl Stars 5 Interactive IOS AND GOOGLE PLAY COMBINED San Andreas % % 33 Brain Test: Farming 57 6 Unico Studio 6 Giants Software Apps Apps Tricky Puzzles Simulator 20

7 Magic Tiles 3 Amanotes 7 Geometry Dash RobTop

Clue: The Classic BY 8 Homescapes Playrix 8 Marmalade BY Mystery Game DOWNLOADS** CONSUMER SPENDING

9 Scrabble Go Scopely 9 True Skate True Axis

Fishdom: % % 10 Playrix 10 Mini Metro Playdigious 43 67 Deep Dive 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 VIDEO GAME APPS IN 2020 CONSUMER SPENDING BY DOWNLOADS AND CONSUMER SPENDING

BY CONSUMER BY DOWNLOADS 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 CONSUMER BY DOWNLOADS 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 VIDEO GAME PLAYERS

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 game players 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 VIDEO GAME PLAYERS PROFILES OF FRENCH VIDEO GAME PLAYERS VIDEO GAMING PROFILE OF A REGULAR IN FRANCE FRENCH VIDEO GAME PLAYER

36.46 MILLION PLAYERS 52% OF FRENCH PEOPLE PLAY REGULARLY 53% 47% 71%

of French people play Men Women video games at least 39 OCCASIONALLY* 39 AVERAGE AGE 39 OF REGULAR PLAYERS*

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. st Source: online SELL/Médiamétrie study “French people and video gaming” from 1 to 24th September 2020, with a sample of 4,072 web users aged 10 and over. *Regular player: player who says they play video games at least once a week. 46 *Occasional player: player who says they play video games at least once a year. 47 PROFILES OF FRENCH VIDEO GAME PLAYERS PROFILES OF FRENCH VIDEO GAME PLAYERS FRENCH FRENCH VIDEO GAME PLAYERS VIDEO GAME PLAYERS PERCENTAGE OF PLAYERS BREAKDOWN OF PLAYERS 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 PLAYERS 20% BY EDUCATION play several 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% GAMEPLAY 96% 81% 34% 22% play FREQUENCY less often BREAKDOWN OF PLAYERS BY REGION

% 10% 21 PARIS AND GREATER PARIS REST OF FRANCE play from time play regularly to time (1 to 3 (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 VIDEO GAME PLAYERS PROFILES OF FRENCH VIDEO GAME PLAYERS DEVICES USED SOCIAL ASPECT TO PLAY VIDEO GAMES OF VIDEO GAMING ALONE OR WITH OTHERS

53% % 49% 51 45% games console CHILDREN PLAYERS 50% 20% 30% (TV or laptop) ADULT PLAYERS 76% 13% 11%

28% WITH OTHERS ALONE WITH OTHERS ONLINE PHYSICALLY 19% 13% 6% MORE THAN A THIRD OF VIDEO GAME PLAYERS PLAY ONLINE WITH OTHER PEOPLE

Smartphone Computer TV Touch screen Handheld Box connected Video gaming console tablet console to the TV smartphone

37 42 32 43 30 37 36 AVERAGE PLAYER AGE PER PLATFORM 63% 37% of players of players play online do not play games NUMBER OF DEVICES online games USED FOR VIDEO GAMES

1 device 41% 2 devices 29%

2.1 3 devices FEELING OF BELONGING average NEARLY 1 OUT OF 2 17% 1 OUT OF 5 PLAYERS TO A COMMUNITY 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 TYPOLOGY OF VIDEO GAME PLAYERS

CHAPTER 3 GROUP HIERARCHY DEPENDING ON THEIR TYPOLOGY OF GAMEPLAY FREQUENCY VIDEO GAME PLAYERS

CASUAL FUN COMMITTED INVESTED PLAYERS PLAYERS ACTIVE PLAYERS TECH GEEKS 33% 29% 19% 19% OF PLAYERS OF PLAYERS OF PLAYERS OF PLAYERS

PRINCIPLES OF THE TYPOLOGY OBJECTIVES OF THE TYPOLOGY • Identify criteria that will help create the groups. • Create groups of individuals according to their GAMEPLAY 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 TYPOLOGY OF VIDEO GAME PLAYERS TYPOLOGY OF VIDEO GAME PLAYERS CASUAL FUN VIDEO GAME PLAYERS VIDEO GAME PLAYERS

58% Women 50% 18% 10-14 10% 58% 50 and over 32% 33% 29% 35-49 24% 29% Retired OF PLAYERS living in a household OF PLAYERS 38% 19% 31% of at least 4 people 23%

GAMEPLAY FREQUENCY DEVICE GAMEPLAY FREQUENCY DEVICE

70% 66% 33% 72% 72% 34% have played video games 56% play on 1 device 41% have played video games play video games play once play on play on for less than 5 hours over for less than 5 hours at least once a day play on a regular smartphone or twice a week a games console 2 devices the last 7 days 59% 53% over the last 7 days 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 and/or family play with other games a player community play casual/mobile games people in the same room games 73% 78% 38% 14% 16% 16%

CASUAL PLAYERS ALL VIDEO GAME PLAYERS FUN PLAYERS ALL VIDEO GAME PLAYERS

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 TYPOLOGY OF VIDEO GAME PLAYERS TYPOLOGY OF VIDEO GAME PLAYERS COMMITTED INVESTED ACTIVE VIDEO GAME PLAYERS TECH GEEKS

67% Men 50% 55% Men 50% 50% 10-24 30% 43% 15-34 34% 19% 19% OF PLAYERS 20% Students 10% OF PLAYERS

GAMEPLAY FREQUENCY DEVICE GAMEPLAY FREQUENCY DEVICE

60% 20% 33% 22% 56% 91% play on a games console 51% have played video games play have played video games play video games for over 10 hours for over 15 hours play on 4 or more devices at least once a day play on several times a day 49% 14% over the last 7 days a computer over the last 7 days have a latest 65% generation console 28% 52% 15% 49% 20% 9% have a virtual 21% 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 to a player community play action play role-playing/ 22% online 14% adventure games games adventure games feel like they belong 34% to a player community 22% 25% 37% 22% 19% 25%

CONSUMPTION CONSUMPTION

31% 44% subscribe to subscribe to a video game platform a video game platform 16% 16%

COMMITTED ACTIVE PLAYERS ALL VIDEO GAME PLAYERS INVESTED TECH GEEKS ALL VIDEO GAME PLAYERS 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 TO HELP FAMILIES ESTABLISH RULES FOR PLAYING VIDEO GAMES, ALL VIDEO GAME PLATFORMS HAVE A PARENTAL CONTROL SYSTEM. THIS PARENTAL CONTROL, WHICH IS PART OF ALL CONSOLES AND COMPUTERS, RESPONSIBLE ENABLES PARENTS TO SUPERVISE THE GAMES THEIR CHILDREN PLAY. For several years, console manufacturers (Sony, These systems strive to protect young audiences Microsoft and Nintendo), Mac and Windows from content and behaviour unsuitable for INDUSTRY operating systems and also Google and most their age. Nevertheless, it is essential for mobile devices have been offering simple parents to keep an eye on what video games and effective solutions. Just a few minutes are their children are playing, find out information required to configure the parental control and about the games and take an interest in this benefit from all its functions. These systems hobby, playing video games, chatting with their block access to games above a certain age or children and more. The website “PédaGoJeux. category in the PEGI rating system. They also fr – Video games explained to parents” is a control online purchases, limit web browsing, mine of information: understand the video keep track of the time spent playing video game world, information about the most talked games and can limit online interaction. about games, understand 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 MacOS Nintendo Wii Sony PlayStation Vita 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% 12% 10% 18% 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

WHY DO PARENTS PARENT BEHAVIOUR PLAY VIDEO GAMES 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 play 37% I'm always next to him when he plays video games. To check game content 17%

29% He plays video games by himself, of parents say they play but I choose the games with their children at least occasionally he can play. 66% 68% 56% of parents are careful of parents advise about their children’s against certain games or gameplay choose the games their HOW OFTEN PARENTS 27% children are allowed to PLAY VIDEO GAMES 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 +4 pts VS 2019 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 SELL

CHAPTER 5 THE MISSIONS OF SELL

The Union of Video Game Publishers (SELL) was founded in 1995 by key players on the video game market. To support THE UNION 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 OF VIDEO GAME 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 PUBLISHERS 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 video game players 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 gameplay 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 SELL SELL

PROMOTING THE VIDEO GAME MARKET SELL’s mission is to promote video gaming, the industry’s innovations and creativity with the THE MISSIONS general public, national and European stakeholders and also the media. It achieves this through regular communication and most importantly via two essential annual events: OF SELL - IDEF: created in June 2006, this trade show brings together manufacturers, publishers, accessory manufacturers and buyers to generate business. - Paris Games Week: created in October 2010, this general public exhibition promotes the entire video game REPRESENTING THE PUBLISHING INDUSTRY ecosystem every year to share the sector’s new products with video game players. 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: - 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. The organisation operates in many areas to raise the awareness of video game players, 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 system that rates the games according to content and age provides clear and precise information about video games. STRUCTURING MARKET INFORMATION - PédaGoJeux: 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, player the video game industry and associations. profiles and also their habits when it comes to buying and Its aim is to guide parents and educators use. Several panels are used to provide this analysis: through the world of video. - GSD panel: Game Sales Data (distributors and - Support 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. - Occasional 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 [email protected] Marketing Director [email protected] [email protected]

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