Video Game News Market - Consumption - Use October 2017 Essential Video Game News
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OCTOBER 2017 ESSENTIAL VIDEO GAME NEWS MARKET - CONSUMPTION - USE OCTOBER 2017 ESSENTIAL VIDEO GAME NEWS MARKET - CONSUMPTION - USE 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. CHAPTER 1 UNDERSTANDING THE VIDEO GAME MARKET ................... 4 CHAPTER 2 PROFILES OF FRENCH GAMERS ................................... 11 NOTE: 2015 had 53 weeks of sales, unlike 2016: CHAPTER 3 A RESPONSIBLE INDUSTRY .......................................... 19 - 2015 goes from week 01-2015 to week 53-2015 - 2016 goes from week 01-2016 to week 52-2016 CHAPTER 4 PARIS GAMES WEEK .................................................... 26 Sales data in this report includes physical sales and also estimations for the digital share. CHAPTER 5 SELL ........................................................................... 33 3 2016 MARKET REPORT Sales from the French video game market +4% MARKET GROWTH Chapter 1 3.46 billion Understanding euros HARDWARE + SOFTWARE MARKET (PHYSICAL AND DIGITAL) the video game + ACCESSORIES + MOBILE market 63% 29% 8% Console PC Gaming* Ecosystem Ecosystem Hardware, software Hardware, software and accessories and accessories Mobile Ecosystem *Hardware (sales of PCs fitted with high-performance graphics cards), software (physical, digital) and accessories (mouse, keyboard, screen) for PC gaming 4 4 Source: SELL estimation, using GfK panel data at end 2016 5 Understanding the French video game market Close-up Close-up market market segments segments 1,692 1,593 8% Mobile 3% software 17% PC Console Breakdown accessories hardware of turnover 1,067 1,058 in euro 12% Digital PC millions software + 6% 1% Physical PC + 1% 3.46 406 435 software billion 280 22% 260 Physical console + 7% euros + 8% 13% software PC gaming Hardware 2015 2016 2015 2016 2015 2016 2015 2016 Hardware software Mobile Accessories (PC gaming (PC gaming (PC gaming + Console) + Console) + Console) 9% Physical + digital Console accessories 14% Digital console software + 4% SOFTWARE SOFTWARE SALES DETAIL Turnover for (IN VALUE) (IN VALUE) by platform physical and global market digital 64% 14% 40% 46% CONSOLES + PC GAMING Console Mobile Physical PC Digital PC + + MOBILE + Console Console (PHYSICAL AND 22% 14% DIGITAL MARKET) PC Mobile 6 Source: SELL estimation, using GfK panel data at end 2016 Source: SELL estimation, using GfK panel data at end 2016 7 Understanding the French video game market Trends and innovations The video game A market in perpetual change ecosystem gaming experience Designers virtual multiscreen reality smartphone tablet VIDEO Virtual Studios games Publishers reality social interaction generation voice and motion immersion Online control 8 Distributors e-sport box streaming cloud gaming 8 9 Understanding the French video game market Business models The 3 business models of video gaming DESIGN + STUDIO + Chapter 3 Publishing + Distribution DESIGN + Profiles DESIGN + STUDIO + STUDIO + Publishing + AGGREGATORS of French Distribution gamers Public About the "French public and Video gaming" survey The "French public and Video gaming" survey is carried out by GfK for SELL with the aim of measuring and understanding video game use and purchases in France. For this survey, 10 a panel of 1,023 people aged 10 to 65 were interviewed in October 2017. 11 Profiles of French gamers French people and video games 62% 77% of French PEOPLE of French PEOPLE consider video consider video gaming gaming a positive a leisure activity for the activity whole family French people FRENCH HABITS GAMER HABITS (IN HOURS PER WEEK) and their habits (IN HOURS PER WEEK) SURF THE WEB 28.9 + 1.4 hours 30.3 WATCH TELEVISION 24.3 - 1 hour 23.3 LISTEN TO MUSIC (NOT THE RADIO) 8.9 + 1.8 hours 10.7 LISTEN TO THE RADIO 8.4 - 0.2 hour 8.2 WATCH VIDEOS (DVD, BLU-RAY, VOD, STREAMING, 4.9 CATCH-UP) 6.3 + 1.4 hours PLAY ON THE SMARTPHONE AND TABLET 3 + 2.1 hours 5.1 PLAY ON THE CONSOLE AND PC 2.2 + 2.1 hours 4.3 86% 80% READ BOOKS 3 (PAPER, EBOOKS) 3.2 of French PEOPLE of French PEOPLE + 0.2 hours consider video consider video games READ MAGAZINES / NEWSPAPERS gaming an innovative are created 1.9 - 0.1 hours 1.8 sector by real artists GO TO THE CINEMA 1.1 + 0.1 hours 1.2 Source: SELL/GfK survey "French public and Video gaming" Source: SELL / GFK "The French and Video gaming" survey based on 1,023 people aged between 10 and 65, October 2017 12 on the basis of 1,023 people aged 10 to 65, October 2017 13 Profiles of French gamers Video gaming: HOW a leisure activity PEOPLE PLAY 24% 29% for everyone EVERY DAY PLAY OR NEARLY REGULARLY EVERY DAY (at least twice a OF FRENCH week) PEOPLE PLAY 53% REGULARLY OF FRENCH PEOPLE PLAY GAMING 68% AT LEAST FREQUENCY OCCASIONALLY 53% OF MEN 47% OF WOMEN AVERAGE years old AGE OF 23% 24% A VIDEO FROM TIME PLAY 34 TO TIME OCCASIONALLY GAMER (2 to 3 times a month) (2 to 3 times a year) 35 for men 33 FOR WOMEN PERCENTAGE OF GAMERS Breakdown BY AGE GROUP of gamers 61% 60% by platform 55% 95% 92% 91% 73% 70% 38% 51% 23% 46% 10% Home Smart- Mobile Online consoles phone PC Tablet devices broad- over band or 10-14 15-18 19-24 25-34 35-44 45-54 55 cable Source: SELL/GfK survey "French public and Video gaming" Source: SELL/GfK survey "French public and Video gaming" on the basis of 1,023 people aged 10 to 65, October 2017 on the basis of 1,023 people aged 10 to 65, October 2017 14 15 Profiles of French gamers Parent behaviour The act of buying and the towards PEGI rating system video games OF PARENTS ARE CAREFUL ABOUT THEIR CHILD’S GAMING Who 15% 88% buys children OF FRENCH PEOPLE PLAY video VIDEO GAMES WITH THEIR games? CHILDREN 65% 68% 13% parents other people Why do they Play with them? living at home 5% (brother, sister, etc.) 66% 40% 36% 36% 23% other people outside to share an activity for fun because the because they to check game of home children ask like to play content (grandparents, friends, etc.) them to attitude to the PEGI rating system GAMING FREQUENCY 46% 44% 51% yes 54% yes 56% yes 18% of parents with their children no no Don’t know PEOPLE ADULTS CHILDREN WHO BUY pay attention pay attention GAMES 7% 22% 42% 11% 16% to the PEGI to the PEGI pay attention frequently regularly occasionally rarely never system system to the PEGI system 31% no children) (*surveyed: Source: SELL/GfK survey "French public and Video gaming" on the basis of 1,023 people aged 10 to 65, October 2017 Source: SELL / GFK "The French and Video gaming" survey based on 1,023 people aged between 10 and 65, October 2017 16 17 Profiles of French gamers Chapter 3 A responsible industry Top 10 Most played types of video games in 2017 CAR RACING 41% PLATFORM 37% ACTION 36% SOCIAL GAMING 35% SPORTS 32% SHOOTING/FPS 31% ROLE-PLAYING 31% STRATEGY GAMES 28% KIDS’ GAMES 25% COMBAT 19% MULTIPLAYER ONLINE 19% RHYTHM GAMES 19% Source: SELL/GfK "French public and Video gaming” survey 18 on the basis of 1,023 people aged 10 to 65, October 2017 19 A responsible industry CREATED PRESENT OVER 28,000 FEDERATING IN IN 38 APPROVED 1,700 MEMBER 2003 COUNTRIES GAMES COMPANIES PEGI labels the labels This game contains This game contains violent bad language. scenes. This game contains images which This game may frighten young may encourage discrimination. children. This game refers to the use of drugs This game encourages and/or Pan (including tobacco and alcohol). teaches . European gambling Game This game shows nudity and/ Information or sexual behaviour or makes This game allows online PEGI . and may therefore sexual references gaming Since 17th December 2015, the PEGI system has been accredited by allow inappropriate content. the French Home Secretary. The government has made the age and risk rating system mandatory for the video gaming sector. The PEGI age rating system (Pan- in most European countries. The system What do the labels mean? it. The labels above appear on the back of the European Game Information) gives parents enjoys the support of the leading console The PEGI labels appear on the front and back cover, indicating the main reasons why a game throughout Europe the opportunity to make manufacturers, including Sony, Microsoft of the cover, indicating one of the following age has a specific age rating. enlightened decisions before purchasing a and Nintendo, and also interactive game ratings: 3, 7, 12, 16 and 18. They provide a video game. publishers and developers throughout reliable indication of the suitability of the game's Europe. From this year, it is also applied to content with regard to the protection of minors. Launched in spring 2003, it has replaced all new appsavailable from Google Play. The a certain number of national age ratings age rating system was created by the ISFE - The age rating does not take into account the througha unique system that is now used the Interactive Software Federation of Europe. difficulty of the game or the skills required to play 20 21 A responsible industry AN INFORMATION AND AWARENESS CAMPAIGN TO REMIND PARENTS PedaGoJeux.fr OF THE RULES AND GOOD PRACTICES OF GAMING The website for information and raising PEGI awareness about video games Video gaming is a passion for increasing numbers of players, young and old alike. Like television and cinema, there are tools which allow gamers and parents to play “responsibly” thanks to the PEGI rating. The PédaGoJeux website guides parents and educators through Just before the summer holidays and free days ideal for all kinds of fun and games, the Union the complex world of video gaming.