FEBRUARY 2020 ESSENTIAL NEWS

FRENCH MARKET REPORT 2019 FEBRUARY 2020 ESSENTIAL VIDEO GAME NEWS

CHAPTER 1 THE FRENCH VIDEO GAME MARKET 6 CHAPTER 2 PROFILES OF FRENCH GAMERS 31 CHAPTER 3 A RESPONSIBLE INDUSTRY 38 CHAPTER 4 SELL 48

Essential Video Game News is produced by the Union of Video Game Publishers (SELL). It reflects the market, consumption and use of the French video gaming industry. METHODOLOGY

METHODOLOGY

an in-depth view of their gaming habits and uses. The NEW PANELS countries covered are France, the UK, Germany and Estimations for 2019 turnover are the result of collaboration between three organisations Spain and also the United States and Russia. GameTrack providing SELL their data, for precise analysis of the sector’s activity. supports the GSD project by providing a more global vision of the markets in which it operates.

GSD: for the physical market GSD and GameTrack: for the digital market METHODOLOGY: App Annie and GameTrack: for the mobile market GameTrack data is collated quarterly from two surveys:

METHODOLOGY: - An offl ine survey carried out annually on a sample - Retail panel: the data on video game sales is sent 1,000 people aged 15 and over. It is used to balance by distributors from each country on a weekly basis. answers from a more detailed online survey. The data is standardised, combined, anonymised and extrapolated to recreate the entire market. To guarantee – An online survey, carried out monthly with a reliable and standardised product database, the ABOUT GAMETRACK a sample of (the same) 3,000 people per quarter, aged information on catalogues is directly supplied by the GameTrack is an additional project set up in 2011, 6 to 64. publishers. In parallel, the publishers provide data built around a consumer panel operated by Ipsos to hone the extrapolation calculation models to off er for the ISFE. GameTrack data comes from monthly a sharper vision of markets that are not completely survey data published quarterly. The data analyses ABOUT GSD covered by the retail panel. the demographics of European gamers, their buying (GAME SALES DATA) behaviour across all platforms, helping to generate Launched in 2013, the GSD project is the result of a – Digital panel: digital data sales cover complete game European project run by the ISFE (Interactive Software sales on the PlayStation Network (PSN), Xbox Live (XBL), Federation of Europe) with around a hundred partners, eShop (third-party publishers) and PC sales with the aim of unifying data collection from diff erent networks. The sales fi gures are sent each week directly territories and regrouping this data (physical or by the video game publishers taking part in the project digital) within one tool available to trade associations, and therefore do not require any extrapolation. GSD is ABOUT APP ANNIE distributors and video game publishers participating the only data source for game downloads based on real App Annie analyses data from app stores (scores, in the panel. The retail panel has been launched in 23 sales. rankings, comments, etc.) and combined, anonymised European countries. The GSD digital panel today covers transactional data from over a million applications. 43 countries in Europe, the Middle East, Africa and Asia- With this data, App Annie produces estimations about Pacifi c. The panel is operated by B2Boost. app download and revenue performance.

4 5 CHAPTER 1 THE FRENCH VIDEO GAME MARKET

6 7 THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET 2019 MARKET REPORT GROWTH TURNOVER IN SALES

*OVERALL MARKET

Console PC Gaming Console Mobile ecosystem** ecosystem** ecosystem** -2.7% ecosystem*** 1,086 VS 2018 2,502 million Euros million Euros -9% +28% VS 2018 VS 2018 PC Gaming ecosystem**

. -12% 48 VS 2018 BILLION 4.9 4.8 billion billion EUROS 4.3 € billion € € 3.6 billion € Mobile ecosystem*** 1,231 million Euros 2011 2015 2016 2017 2014 2013 2018 2019 2010 2012

*Ecosystems: Console + PC + mobile, physical and digital. *Ecosystems: Console + PC + mobile, physical and digital. 8 **Source: SELL data, from GSD/GameTrack panels at end 2019. **Source: SELL data, from GSD/GameTrack panels at end 2019. 9 ***Source: GameTrack estimations using user spending data from App Annie 2019, converted into euros and including French taxes. ***Source: GameTrack estimations using user spending data from App Annie 2019, converted into euros and including French taxes. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET CLOSE-UP: CLOSE-UP: MARKET SEGMENTS SOFTWARE 0.2% Physical BREAKDOWN BREAKDOWN PC gaming 3% OF TURNOVER OF TURNOVER software PC gaming accessories 9% BY PLATEFORM BY FORMAT 19%Digital PC gaming console hardware software

10%Digital PC gaming 15% software PC 21% software Physical (PC + console) 42% 48% Digital 14% Console Physical . (PC + console) console software software 48 BILLION 37% Mobile 37% EUROS software Mobile

26%Mobile software

13%Console hardware

6%Console accessories

10 11 Sources: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2019. Sources: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2019. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET CONSOLE ECOSYSTEM CONSOLE CONSOLE ECOSYSTEM ECOSYSTEM BREAKDOWN OF 2019 TURNOVER BREAKDOWN OF 2019 TURNOVER IN EUROS IN EUROS

SOFTWARE

64%1,604 million Software (physical + digital)

11%286 million Accessories 1,604 2,502 MILLION 57%916 million Digital 43%688 million MILLION (complete digital games, Physical DLC/season passes, (only complete -5%VS 2018 micro-transactions, games) subscriptions)

24%612 million Hardware

PHYSICAL DIGITAL -11% 0% vs 2018 INCREASE vs 2018 12 13 Sources: SELL data, from GSD/GameTrack panels at end 2019. Sources: SELL data, from GSD/GameTrack panels at end 2019. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME CONSOLE ECOSYSTEM MARKET CONSOLE ECOSYSTEM CONSOLE CONSOLE ECOSYSTEM ECOSYSTEM GROWTH IN SALES FOR 2019 GROWTH IN SALES FOR 2019

HARDWARE ACCESSORIES

MILLION -21% MILLION +3% 612 EUROS VS 2018 286 EUROS VS 2018 SHARE OF CONSOLE SALES TOP 3 IN 2019 CONSOLE ACCESSORIES

IN VALUE IN VOLUME

CONTROLLERS CONTROLLERS 85% including 1,931,288 1 1 retrogaming Home consoles 8% 173,578 2 AUDIO 2 AUDIO

15% MISCELLANEOUS MISCELLANEOUS 349,641 3 (styluses, protective gear, etc.) 3 (styluses, protective gear, etc.) Handheld consoles 14 15 Sources: SELL data, from GSD/GameTrack panels at end 2019. Sources: SELL data, from GSD/GameTrack panels at end 2019. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET CONSOLE ECOSYSTEM TOP 20 GAMES FOR 2019 TOP 20 GAMES FOR 2019 ALL PLATFORMS ALL PLATFORMS PHYSICAL MARKET IN VALUE PHYSICAL MARKET IN VOLUME

4 New Super Mario Bros. U Deluxe Nintendo 22,215,910 € 4 New Super Mario Bros. U Deluxe Nintendo 429,628

5 Luigi's Mansion 3 Nintendo 19,561,342 € 5 Luigi's Mansion 3 Nintendo 395,355

6 Pokémon Sword Nintendo 18,144,035 € 6 Pokémon Sword Nintendo 376,637

7 Super Mario Party Nintendo 15,096,293 € 7 Super Mario Party Nintendo 297,399 FIFA 20 FIFA 20 1 Electronic Arts 8 Super Smash Bros. Ultimate Nintendo 14,512,591€ 8 The Legend Of Zelda: Link's Awakening Nintendo 260,012 1 Electronic Arts 63,951,081 € 1,192,517 9 The Legend Of Zelda: Link's Awakening Nintendo 13,880,212 € 9 Minecraft: Edition Microsoft 258,862

10 The Legend Of Zelda: Breath of the Wild Nintendo 13,216,857 € 10 Super Mario Maker 2 Nintendo 255,091

11 Super Mario Maker 2 Nintendo 13,164,256 € 11 Pokémon Shield Nintendo 251,816

12 Pokémon Shield Nintendo 12,130,081 € 12 Super Smash Bros. Ultimate Nintendo 250,273

Call of Duty: 13 Star Wars Jedi: Fallen Order Electronic Arts 11,903,588 € 13 Crash Team Racing Nitro-Fueled Activision Blizzard 243,292 : 2 Modern Warfare 2 Modern Warfare Activision Blizzard Activision Blizzard Sony Interactive 37,294,307 € 14 Days Gone Entertainment 10,311,596 € 14 The Legend Of Zelda: Breath of The Wild Nintendo 233,887 653,708

15 FIFA 19 Electronic Arts 9,527,161 € 15 FIFA 19 Electronic Arts 207,723

16 Ring Fit Adventure Nintendo 8,845,897 € 16 Star Wars Jedi: Fallen Order Electronic Arts 197,408

17 Red Dead Redemption 2 Take-Two interactive 8,371,717 € 17 Red Dead Redemption 2 Take-Two interactive 191,924

18 Crash Team Racing Nitro-Fueled Activision Blizzard 8,162,026 € 18 Grand Theft Auto V Take-Two interactive 171,033

Mario Kart 8 Sony Interactive Mario Kart 8 3 Deluxe 19 Call Of Duty: Black Ops 4 Activision Blizzard 7,469,404 € 19 Days Gone Entertainment 163,805 3 Deluxe Nintendo Nintendo 25,904,906 € 517,246 20 Super Mario Odyssey Nintendo 7,250,004 € 20 Super Mario Odyssey Nintendo 144,793

16 17 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET CONSOLE ECOSYSTEM TOP 20 GAMES FOR 2019 TOP 20 GAMES FOR 2019 BY PLATFORM BY PLATFORM PHYSICAL MARKET IN VALUE PHYSICAL MARKET IN VOLUME

4 New Super Mario Bros. U Deluxe SWITCH Nintendo 22,215,909 € 4 New Super Mario Bros. U Deluxe SWITCH Nintendo 429,628

5 Luigi's Mansion 3 SWITCH Nintendo 19,561,342 € 5 Luigi's Mansion 3 SWITCH Nintendo 395,355

6 Pokémon Sword SWITCH Nintendo 18,144,035 € 6 Pokémon Sword SWITCH Nintendo 376,637 PS4 PS4 7 Super Mario Party SWITCH Nintendo 15,096,293 € 7 Super Mario Party SWITCH Nintendo 297,399 FIFA 20 FIFA 20 1 Electronic Arts 8 Super Smash Bros. Ultimate SWITCH Nintendo 14,473,659 € 8 Minecraft: Nintendo Switch Edition SWITCH Microsoft 258,862 1 Electronic Arts 49,529,549 € 892,810 9 The Legend Of Zelda: Breath Of The Wild SWITCH Nintendo 13,105,414 € 9 Pokémon Shield SWITCH Nintendo 251,816

10 Pokémon Shield SWITCH Nintendo 12,130,081 € 10 Super Smash Bros. Ultimate SWITCH Nintendo 249,790

11 The Legend Of Zelda: Link's Awakening SWITCH Nintendo 11,990,812 € 11 The Legend Of Zelda: Link's Awakening SWITCH Nintendo 240,401

PS4 12 Super Mario Maker 2 SWITCH Nintendo 10,072,142 € 12 The Legend Of Zelda: Breath Of The Wild SWITCH Nintendo 230,915 PS4

Call of Duty: 13 Star Wars Jedi: Fallen Order PS4 Electronic Arts 9,609,430 € 13 Super Mario Maker 2 SWITCH Nintendo 202,724 Call of Duty: 2 Modern Warfare 2 Modern Warfare Activision Blizzard Activision Blizzard Sony Interactive PS4 PS4 Electronic Arts 30,183,466 € 14 Days Gone Entertainment 9,136,440 € 14 Star Wars Jedi: Fallen Order 158,839 535,357

Take-Two SWITCH Nintendo PS4 15 Ring Fit Adventure 8,845,896 € 15 Red Dead Redemption 2 Interactive 151,704

XBOX Sony Interactive Electronic Arts PS4 16 FIFA 20 ONE 8,334,902 € 16 Days Gone Entertainment 150,433

XBOX SWITCH 17 Super Mario Odyssey Nintendo 7,250,004 € 17 FIFA 20 ONE Electronic Arts 150,190

SWITCH SWITCH 18 Minecraft: Nintendo Switch Edition SWITCH Microsoft 7,158,240 € 18 FIFA 20 - Legacy Edition SWITCH Electronic Arts 148,345 Mario Kart 8 Mario Kart 8 3 Deluxe 19 Mario & Sonic at the Olympic Games Tokyo 2020 SWITCH 6,636,732 € 19 Super Mario Odyssey SWITCH Nintendo 144,793 3 Deluxe Nintendo Nintendo Take-Two 25,904,905 € PS4 PS4 Activision Blizzard 517,246 20 Red Dead Redemption 2 Interactive 6,542,222 € 20 Crash Team Racing Nitro-Fueled 140,108

18 19 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. THE FRENCH CONSOLE ECOSYSTEM VIDEO GAME MARKET TOP 10 TYPES OF VIDEO GAMES BOUGHT IN 2019 PHYSICAL MARKET IN VOLUME Action 3,683,654 TOP WEEKLY Sports 2,183,532 SALES Every Monday, discover Adventure 2,170,147 the top video game sales in France Shooting / FPS 2,020,700 SELL.FR RPG 1,927,305 ON SOCIAL MEDIA

Racing 1,453,381

@SELL_JeuxVideo @SELL.JeuxVideo Family 859,423

Fighting/combat 733,239 @SELL_JeuxVideo SELL TV

Strategy / RTS 574,025 OR SUBSCRIBE TO OUR DEDICATED NEWSLETTER

Casual (board games, cards, puzzles) 201,437

20 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET PC GAMING ECOSYSTEM PC GAMING PC GAMING ECOSYSTEM ECOSYSTEM BREAKDOWN OF 2019 TURNOVER SALES GROWTH AND BREAKDOWN FOR 2019 IN EUROS IN EUROS

SOFTWARE

14%155 million PC gaming accessories

501 1,086 MILLION 46%501 million 2%10 million 98% MILLION 490 MILLION PC gaming Physical software Digital (only complete -21%VS 2018 (complete digital games, games) DLC/season passes, Micro-transactions, Subscriptions)

40%430 million PC gaming hardware* HARDWARE* ACCESSORIES

-5% +5% VS 2018 VS 2018 430MILLION 155MILLION

22 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. 23 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. *Hardware: sales of PCs with high-performance graphics card; accessories: mice, keyboards, screens for PC gaming. *Hardware: sales of PCs with high-performance graphics card; accessories: mice, keyboards, screens for PC gaming. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET TOP 20 GAMES IN 2019 TOP 10 PC GAMING ECOSYSTEM TYPES OF VIDEO GAMES BOUGHT IN 2019 PHYSICAL MARKET IN VOLUME PHYSICAL MARKET IN VOLUME

Strategy 141,699 4 Call Of Duty: Black Ops 4 Activision Blizzard 10,025

5 Football Manager 2020 Sega 9,492 Shooting / FPS 68,271 6 Borderlands 3 Take-Two Interactive 7,864

7 The Sims 4 - Cats & Dogs Electronic Arts 7,575 Sports 35,888 The Sims 4 1 Electronic Arts 8 Star Wars Jedi: Fallen Order Electronic Arts 7,456 28,356 9 Overwatch Activision Blizzard 7,236 Action 35,499

10 The Sims 4 - Island Living Electronic Arts 7,163 Miscellaneous 32,018 11 Star Wars Battlefront II Electronic Arts 5,846

12 Grand Theft Auto V Take-Two Interactive 5,518 RPG 28,143 Farming 13 The Sims 4 - Seasons Electronic Arts 5,447 2 Simulator 19 Focus Home Interactive 26,253 14 The Sims 4 - Get Famous Electronic Arts 5,288 Casual (board games, cards, puzzles) 16,574 15 World Of Warcraft - Battle For Azeroth Activision Blizzard 5,118

16 Battlefi eld V Electronic Arts 4,832 Adventure 13,280

17 The Sims 4 - Discover University Electronic Arts 4,712 Racing 10,338 18 The Sims 4 - City Living Electronic Arts 4,524

FIFA 20 19 The Sims 4: Get to Work Electronic Arts 4,408 Flight simulation 3 Electronic Arts 2,693 10,659 20 Football Manager 2019 Sega 4,002

24 25 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET TOP 20 PUBLISHERS TOP 20 PUBLISHERS SOFTWARE SOFTWARE PHYSICAL MARKET IN VOLUME PHYSICAL MARKET IN VALUE

1 Nintendo 1 Nintendo 2 Electronic Arts 2 Electronic Arts 3 Activision Blizzard 3 Activision Blizzard 4 4 Ubisoft 5 Sony Interactive Entertainment 5 Sony Interactive Entertainment 6 Take-Two Interactive 6 Take-Two Interactive 7 Warner Bros. Interactive 7 Bandai Namco Entertainment 8 Bandai Namco Entertainment 8 Warner Bros. Interactive 9 Square Enix 9 Square Enix 10 Sega 10 Sega 11 Capcom 11 Capcom 12 Mojang 12 Koch Media 13 Koch Media 13 Mojang 14 Focus Home Interactive 14 Focus Home Interactive 15 Anuman Interactive 15 Bigben Interactive 16 Bigben Interactive 16 Anuman Interactive 17 Bethesda Softworks 17 Codemasters 18 Konami 18 Konami 19 Microsoft 19 Bethesda Softworks 20 Outright Games 20 Microsoft

26 27 Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. Source: SELL data, from GSD/GameTrack panels at end 2019. Excluding bundles. THE FRENCH THE FRENCH VIDEO GAME MARKET VIDEO GAME MARKET MOBILE ECOSYSTEM ECOSYSTEM TOP 10 GAMES IN 2019 MOBILE MOBILE ECOSYSTEM GROWTH IN SALES FOR 2019 DOWNLOADS FREE APPS PAYABLE APPS

SOFTWARE Minecraft 1 Mario Kart Tour Nintendo 1 Mojang Pocket Edition Football Manager 2 Brawl Stars Supercell 2 Sega 2019

3 Homescapes Playrix 3 Plague Inc Miniclip.com

Call of Duty: Grand Theft Auto: 4 Activision 4 Rockstar Games mobile San Andreas

1,231 5 Good Job Games 5 ZigZaGame Inc. Run Race 3D Evertale

MILLION AMANOTES RobTop Games 6 Magic Tiles 3 6 Geometry Dash

Ndemic Pavlos Mavris EUROS 7 Color Bump 3D 7 Rebel Inc Creations

Dinosaur 8 Good Job Games 8 +28% Fun Race 3D Mini Metro Polo Club VS 2018 9 Subway Surfers SYBO Games 9 True Skate True Axis

Farming GIANTS 10 CodyCross Fanatee, Inc. 10 Simulator 18 Software

28 29 Source: App Annie Intelligence end 2019. iOS and Google Play Data combined. Source: GameTrack estimations using user spending data from App Annie 2019, converted into euros and including French taxes. THE FRENCH VIDEO GAME VIDEO GAME NEWS TOP 10 GAMES IN 2019 MOBILE ECOSYSTEM CHAPTER 2

USER SPENDING PROFILES OF FRENCH

1 Clash of Clans Supercell GAMERS

BANDAI NAMCO 2 Dragon Ball Z Dokkan Battle Entertainment Inc.

3 Brawl Stars Supercell

4 Candy Crush Saga King

5 Clash Royale Supercell

6 Summoners War Com2uS

7 Homescapes Playrix

BANDAI NAMCO 8 Dragon Ball Legends Entertainment Inc.

9 Pokémon GO Niantic, Inc.

Lilith Games About the SELL "French public and Video gaming" survey 10 Rise of Kingdoms Data collected and analysed by Médiamétrie for SELL with the aim of measuring and understanding video game uses and purchases in France. Survey carried out online from 2nd to 27th September 2019 with a sample of 4,049 people aged 10 and over, representing web users living in France. All rights reserved © 2019 Médiamétrie - www.mediametrie.fr 30 Source: App Annie Intelligence end 2019. iOS and Google Play Data combined. 31 PROFILES OF PROFILES OF FRENCH GAMERS FRENCH GAMERS VIDEO GAMING IN FRANCE 49% of French people play regularly 52% 48%

71% 40 of French people play AVERAGE AGE OF REGULAR GAMERS video games at least Men Women occasionally 42 39 REPRESENTING 37.15 MILLION PEOPLE

CHILDREN (AGED 10-17) ADULTS (AGED 18 AND OVER) 4.41 MILLION 32.75 MILLION 1 OUT OF 2 CHILDREN 1 OUT OF 3 ADULTS 96% PEOPLE 69% PEOPLE PLAYS EVERY DAY PLAYS EVERY DAY

Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. 32 Occasional gamer: person who plays video games at least once a year. Regular gamer: person who plays video games at least once a week. Occasional gamer: person who plays video games at least once a year. Regular gamer: person who plays video games at least once a week. 33 PROFILES OF PROFILES OF FRENCH GAMERS FRENCH GAMERS FRENCH GAMERS FRENCH GAMERS

PERCENTAGE OF GAMERS PERCENTAGE OF GAMERS BY AGE GROUP BY SOCIO-PROFESSIONAL CATEGORY

99% 84% 85% 82% 80% 66% 55%

AB+ AB- RETIRED STUDENTS 28% 28% 18% 11% AGE 10-14 15-18 19-24 25-34 35-44 45-54 + 55 PERCENTAGE OF GAMERS BY EDUCATIONAL QUALIFICATIONS 20% play several times a day 29% play every day or A LEVELS 3 YEARS nearly every day AT LEAST 1 5 YEARS QUALIFICATION OR MORE HIGHER HIGHER EDUCATION EDUCATION 95% 79% OR MORE OR MORE GAMING 19% 37% play 23% less often FREQUENCY PERCENTAGE OF GAMERS BY REGION

11% 21% AND GREATER PARIS REST OF FRANCE play from time play regularly to time (1 to 3 (1 to 2 times a week) times a month) 19% 81% 34 Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. 35 PROFILES OF PROFILES OF FRENCH GAMERS FRENCH GAMERS DEVICES USED SOCIAL ASPECT TO PLAY VIDEO GAMES OF VIDEO GAMING

53% PLAY ALONE OR WITH OTHERS 50% 46% CHILDREN GAMERS 53% 24% 23%

ADULT GAMERS 78% 13% 9% 31% ALONE WITH OTHERS PHYSICALLY WITH OTHERS ONLINE 21%

11% 6% MORE THAN A THIRD OF VIDEO GAMERS PLAY ONLINE WITH OTHER PEOPLE

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

38 44 32 43 32 40 35 AVERAGE GAMER AGE PER PLATFORM 65% 35% Non-players Players online on line with with other players other players NUMBER OF DEVICES of which 60% children USED FOR GAMING 31% adults

2.2 FEELING OF BELONGING average TO A COMMUNITY 1 out of 5 gamers Nearly 1 out of 2 children 36 Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. 37 A RESPONSIBLE INDUSTRY TO HELP CHAPTER 3 PARENTAL CONTROL 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, A RESPONSIBLE enables parents to supervise the games their children play.

INDUSTRY or several years, console These systems strive to protect young manufacturers (Sony, Microsoft and audiences from content and behaviour Nintendo), Mac and Windows operating unsuitable for their age. Nevertheless, it is systems and also Google and most essential for parents to keep an eye on what Fmobile terminals have been off ering simple video games their children are playing, fi nd and eff ective solutions. Just a few minutes are out information about the games and take required to confi gure the parental control and an interest in this hobby, gaming, chatting benefi t from all its functions. These systems with their children and more. The website block access to games above a certain age or PédaGoJeux.fr - ‘Video games explained to category in the PEGI rating system. They also parents’ is a mine of information: understand control online purchases, limit web browsing, the gaming world, get information about the keep track of the time spent gaming and can most talked about games, understand the limit online interaction. PEGI symbols, best practices, etc.

HERE IS A LIST OF DIFFERENT EQUIPMENT AND SOFTWARE THAT HAS AN INTEGRATED PARENTAL CONTROL SYSTEM THAT CAN BE CONFIGURED TO THE PEGI SYSTEM.

HOME CONSOLES HANDHELD CONSOLES MOBILES COMPUTERS WEB BROWSERS Microsoft Xbox 360 Nintendo DS Smart phones using Windows operating Google Chrome Android system Microsoft Nintendo 3DS Apple Safari/WebKit Tablets using Android Mac operating system Nintendo Wii Sony PSP Mozilla Firefox Nintendo Sony PlayStation Vita Nintendo Switch Sony PlayStation 3 Sony PlayStation 4

38 39 A RESPONSIBLE A RESPONSIBLE INDUSTRY INDUSTRY

INTEGRATED PEGI HARSH LANGUAGE FRIGHTENING PURCHASING PAN EUROPEAN GAME INFORMATION The PEGI age rating system (Pan European Game Information) gives parents throughout Europe the opportunity to make enlightened decisions before purchasing a video game.

WHAT DO THE LABELS MEAN? aunched in spring 2003, PEGI has replaced a certain number of national age ratings through The PEGI labels appear on the front and back of the cov- unique labels that are now used in most Euro- er, indicating one of the following age ratings: 3, 7, 12, pean countries. The system enjoys the support 16 or 18 (age). They provide a reliable indication of the Lof the leading console manufacturers, including Sony, game's content with regard to the protection of minors. Microsoft and Nintendo, and also interactive game pub- The age rating does not take into account the difficulty lishers and developers throughout Europe. It is also used of the game or the skills required to play it. The descrip- for all new apps available from the Google Play Store. tors (see below) on the back cover indicate the main The age rating system was created by the ISFE - the In- reasons why a game has a specific age rating. teractive Software Federation of Europe.

CREATED PRESENT NEARLY FEDERATING IN IN 30,000 1,800 2003 38 COUNTRIES GAMES ENDORSED MEMBER COMPANIES

This game contains This game contains images This game encourages bad language. which may encourage and/or teaches discrimination. gambling.

THE LABELS Suitable for all ages. Unrealistic. Mild violence in a comical context. Implicit violence. INTEGRATED Fantasy characters. Cartoon, fun. PURCHASING No inappropriate content. Frightening scenes for young children. This game refers This game shows nudity The game allows the to the use of drugs and/or sexual behaviour or player to buy virtual goods (including tobacco and alcohol). makes sexual references. with real money.

Violence towards fantasy characters or Realistic violence towards human characters. Extreme violence to defenceless or innocent FRIGHTENING unrealistic violence towards human characters. Sports action with presence of blood. Foul human characters. Idealisation of drug use. Moderate foul language, nudity, horror. language, drug use. Representation of Sexual expression or activity. This game contains violent This game may frighten young criminal activity. scenes. children.

40 41 A RESPONSIBLE A RESPONSIBLE INDUSTRY INDUSTRY PEGI PEGI ANALYSIS OF THE 2019 OFFER SALES ANALYSIS, MARKET SHARE IN 2019 PHYSICAL MARKET PHYSICAL MARKET

13 % € 254,372,580 5,566,790 30 % € 149,254,190

3,885,767 16 %

€ 87,531,831 VALUE (IN EUROS) 2,063,884 VOLUME

€ 46,215,465

1,197,242 16 % 24% € 160,356,718

3,603,133

42 43 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2019. Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2019. A RESPONSIBLE A RESPONSIBLE INDUSTRY INDUSTRY

PARENT WHY DO PARENTS GAME BEHAVIOUR WITH THEIR CHILDREN? TOWARDS VIDEO GAMES To share an activity 71% HOW ATTENTIVE PARENTS For fun 56 % ARE TO THEIR CHILDREN’S VIDEO GAMING PRACTICES Their children ask them to 49 %

Because they like to game 42 % 17 % I'm always next to him when To check game content 20 % he plays video games

32 % of parents say they play with their 71% He plays video games children at least occasionally by himself, but I advise 65% of parents are careful against certain games about their children’s 54% HOW OFTEN PARENTS gaming of parents advise against GAME WITH THEIR CHILDREN certain games or choose the games their children 22% are allowed to play He plays video games by Often 8% himself, but I choose the games he can play Regularly 17%

Occasionally 40 % 29 % He plays video games by Rarely 18% himself and doesn’t need my approval to play the games he wants to play Never 17 %

44 45 Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. A RESPONSIBLE A RESPONSIBLE INDUSTRY INDUSTRY PARENT BEHAVIOUR THE ACT OF BUYING AND THE TOWARDS VIDEO GAMES PEGI RATING SYSTEM KNOWLEDGE AND USE OF ATTITUDE TO THE PARENTAL CONTROL PEGI* RATING SYSTEM

PARENTS PAY ATTENTION TO THE PEGI SYSTEM 91% say they are aware of it 56 % 44 % 9 % yes no 32 % Do not know about Know about parental parental control control and use it

CHILDREN 59 % PAY ATTENTION TO THE PEGI SYSTEM Know about parental control but do not use it

KNOW ABOUT THE PEGI SYSTEM

Children 73 % YES NO 46 % 54 % yes no Adults 56 % YES NO

46 47 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. SELL THE MISSIONS CHAPTER 4 OF SELL SELL: SYNDICAT DES EDITEURS DE he Union of Video Game Publishers (SELL) was founded in 1995 by key players on the video game market. To support LOGICIELS DE LOISIRS, THE UNION the growing and its accessibility, video game professionals (console manufacturers, game Tpublishers, accessory manufacturers, etc.) needed to speak with OF VIDEO GAME PUBLISHERS the same voice. Following the example of the Interactive Software Federation of Europe (ISFE) which defends the interests of the video gaming sector on a European level, SELL immediately became the primary contact for French public institutions, the media and diff erent associations.

In twenty-fi ve years, SELL has taken many decisive actions to ensure video gaming is recognised as one of France’s favourite leisure activities. This success is not solely down to the quality of games sold by SELL members. Aware of their responsibilities to gamers and their friends and families, in 2003 SELL members implemented a simple, complete and independent video game rating system: PEGI (Pan European Game Information). SELL expressed the industry’s desire to be responsible through the PEGI rating system and through an information resource for parents (PédaGoJeux). In 2015 this commitment to society became concrete with the PEGI system’s approval from the French Home Secretary as the rating system for video games in France.

SELL’s main objective is to promote video games and gaming with the general public, national and European stakeholders and the authorities. For this, SELL organises two shows every year, the Interactive & Digital Entertainment Festival (IDEF) and Paris Games Week (PGW), federating the main operators in the video game sector.

48 49 UNION OF VIDEO GAME SELL PUBLISHERS

PROMOTE VIDEO GAMES THE MISSIONS 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 regular communication and OF SELL most importantly via two essential annual events: - IDEF: created in June 2006, this trade show brings together manufacturers, publishers, accessory manufacturers REPRESENTING THE PUBLISHING INDUSTRY and buyers to generate business. - Paris Games Week: created in October 2010, this general public exhibition promotes the entire gaming ecosystem As an industry spokesperson, SELL’s primary vocation is to defend the interests of its members and, more generally, all of every year to share the sector’s new products with gamers. The 2019 brought together 317,000 visitors and 194 the video game sector. It is the key contact with public authorities, politicians and also innovative and cultural ecosystems. exhibitors. To achieve its objectives, SELL has invested in several organisations and working groups: - The inter-ministerial working group comprising the General Directorate for Enterprise (DGE), the CNC, Ubisoft, the National Video Game Union (SNJV) and SELL - CSA: member of the Child Protection Commission - CNC: member of the Commission for Diversity in the Cultural Sector - ISFE: member of the Board of Directors

INFORM AND PROTECT Since its beginnings, SELL has been committed to a corporate social responsibility initiative to inform and protect the consumer. In this way, the organisation operates in many areas to raise the awareness of gamers, parents and families about how to play video games. This investment is represented by concrete actions: - PEGI: created in 2003 and approved in 2015 by the French government, this European video game STRUCTURE MARKET system that rates the games according to content INFORMATION and age provides clear and precise information SELL works with partners to provide the whole ecosystem with about video games. reliable studies on the video game market, gamer profi les and also - PédaGoJeux: a collective created in 2008 by bringing their habits when it comes to buying and use. Several panels are together people from public bodies, the gaming industry used to provide this analysis: and associations. Its aim is to guide parents - GSD panel: Game Sales Data (distributors and digital) – ISFE/B2Boost and educators through the world of video gaming. - GameTrack panel (consumers) – ISFE/IPSOS - Support for organisations in the sector who are looking - App Annie panel (mobiles) – ISFE to develop the video game industry with a key focus - Occasional studies: French people and video games – SELL/ on responsibility: Women in Games, CapGame, France Médiamétrie eSports and also Silver Geek. 50 51 UNION OF VIDEO GAME SELL PUBLISHERS

SELL has developed key devices to shed light on essential issues for the sector. PROMOTING THE INDUSTRY’S Embracing an informative, educational and promotional approach to the video game industry, INNOVATIONS, GAMERS AND throughout the year SELL gives a voice to gamers, talented people and experts through documentaries and video series. RESPONSIBILITY

TERRAINS DE JEUX PLAYER PROFILE PLAY AS YOU ARE 2 ART AND VIDEO GAMES

This video documentary will be accompanied by a Through this new web series, SELL interviews men and This 9-minute video shows how video gaming is Through this documentary series of five episodes, SELL special issue of Essential Video Games exploring fifty women gamers and particularly focuses on their many an inclusive activity for people with disabilities. spotlights the relationship between classical art and years of technological innovations. What are the major different passions. Fashion, running, painting, cinema... Professionals, charity workers and people with video gaming. The process of creating a video game phases that represented this industry’s development? These hobbies may initially seem unconnected, but disabilities discuss initiatives that have made gaming involves many artists and artistic references, drawing Which technologies from video games have spread they are all linked. Creativity, competition, sharing... accessible to all and helped change society’s views of inspiration from the arts to create original works to other sectors? What are the current video game these talents are communicable and complement each disability. Video gaming is a fantastic tool for breaking of great scope and diversity. From architecture to trends that are shaping our future? A panel of video other perfectly. down barriers and getting everyone to play together. music, visual arts to literature and all other sources of game industry experts attempts to answer all these inspiration, Art & video games invites gamers to learn questions. more about the close links that bind them together.

YOU CAN FIND ALL THIS CONTENT AND MUCH MORE ON THE SELL.FR WEBSITE OR ON OUR YOUTUBE CHANNEL YOUTUBE.COM/SELLTV.

52 53 THE BOARD THE MEMBERS OF DIRECTORS OF SELL

Activision Blizzard Frédérique de Fondaumière Activision Blizzard Bandai Namco Entertainment

Christophe Havart Bethesda Bandai Namco Entertainment Bigben Interactive

Julie Chalmette Capcom Bethesda Disney Interactive

Dominique Cor Electronic Arts Electronic Arts Focus Home Interactive

John Bert Innelec Multimedia Focus Home Interactive Just For Games Yves Bléhaut Koch Media Microids Konami

Ina Gelbert Microids Microsoft Microsoft

Philippe Lavoué Nintendo Nintendo Orange Philippe Cardon Sony Interactive Entertainment Sega Patrick Bellaiche and Michel Magne Sony Interactive Entertainment Take-Two Interactive Square Enix John Parkes Ubisoft Take-Two Interactive Ubisoft Yves Elalouf Warner Bros. Interactive Entertainment Warner Bros. Interactive Entertainment 54 55 Julie Chalmette Chairwoman

Emmanuel Martin Anne Sophie Meryl Pioche Camille Adam General Delegate Montadier Marketing Manager Public affairs [email protected] Communication [email protected] and Communication and Marketing Manager Project Manager [email protected] [email protected]

Read all of SELL’s news on social media

@SELL_JeuxVideo @SELL.JeuxVideo @SELL_JeuxVideo SELL TV

www.sell.fr