Essential Video Game News
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FEBRUARY 2019 ESSENTIAL VIDEO GAME NEWS FRENCH MARKET REPORT 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. FEBRUARY 2019 ESSENTIAL VIDEO GAME NEWS CHAPTER 1 The French video game market 8 CHAPTER 2 Profiles of French gamers 32 CHAPTER 3 A responsible industry 38 CHAPTER 4 SELL 46 EDITORIAL A WORD FROM THE CHAIRWOMAN 4 A WORD FROM THE CHAIRWOMAN ideo gaming is a continuously changing industry. Its energy, its ability to rise to the technological challenges and push the boundaries of creativity are its cornerstones and ensure the sector never Vstops reinventing itself. Whether it’s a pastime, a passion or a job, in just a few years video gaming has become more 2018 is raising the bar even accessible, addressing increasing numbers of players around higher with sales of 4.9 billion the world. Video gaming is entertainment that brings people euros and growth of +15%. together and builds connections. Gamer communities are its first ambassadors and video gaming can incite passion and Julie Chalmette, SELL Chairwoman commitment like no other leisure activity. It offers a wide range of unrivalled experiences for expert gamers and occasional players and encourages playing with people all over the world. This growth is even more remarkable as it is driven by the three large ecosystems that make up the market. There are too few industries capable of developing as quickly in terms of technological changes and the offer of Incredibly flexible when it comes to innovating and adapting reinvented, enriched and diversified experiences. Video gaming to new models, the video game industry develops every year has become a reference for other sectors that feed off its through proposals made by consumers, always with more innovations and adapt them to their issues, like the education gaming experiences. A unique situation in cultural industries, sector and the healthcare sector too. The potential is still huge the complementary nature of the physical and digital markets and gaming has a clear defines gaming as a permanent dialogue between artistic part to play. creativity and technological innovation. The digital market Console hardware posted significant growth in 2018 but the physical market Gaming This fantastic richness is remains stable. software represented by historic Console Ecosystem market growth. Where Our market is developing very quickly and every year sees the Hardware + software (physical and digital) + accessories 2017 was a year of arrival of new operators. 2019 is looking to be a year full of record energy (+18%), surprises and innovations for the entire sector. PC Gaming Ecosystem Hardware + software 2018 is raising the bar (physical and digital) even higher with sales Julie Chalmette + accessories of 4.9 billion euros and SELL Chairwoman growth of +15%. Mobile Ecosystem mobile gaming 5 METHODOLOGY NEW PANELS Estimations for 2018 turnover are the result of collaboration between three organisations providing SELL their data, for precise analysis of the sector’s activity. GSD: for the physical market GSD and GameTrack: for the digital market App Annie and GameTrack: for the mobile market. ABOUT GSD Methodology: (GAME SALES DATA) - Retail panel: the data on video game sales Launched in 2013, the GSD project is is sent by distributors from each country on the result of a European project run by a weekly basis. The data is standardised, the ISFE (Interactive Software Federation of Europe) combined, anonymised and extrapolated to recreate the with around a hundred partners, with the aim of entire market. To guarantee a reliable and standardised unifying data collection from different territories and product database, the information on catalogues is directly regrouping this data (physical or digital) within one tool supplied by the publishers. In parallel, the publishers provide available to trade associations, distributors and video data to hone the extrapolation calculation models to offer a game publishers participating in the panel. The retail sharper vision of markets that are not completely covered panel has been launched in 19 European countries. by the retail panel. The GSD digital panel today covers 43 countries in Europe, the Middle East, Africa and Asia-Pacific. - Digital panel: digital data sales cover complete game sales The panel is operated by B2Boost. on the PlayStation Network (PSN), Xbox Live (XBL) and PC sales networks. The sales figures are sent each week directly by the video game publishers taking part in the project and therefore do not require any extrapolation. GSD is the only data source for game downloads based on real sales. 6 ABOUT GAMETRACK GameTrack is an additional project set up in 2011, built Methodology around a consumer panel operated by Ipsos for the GameTrack data is collated quarterly from two surveys: ISFE. GameTrack data comes from monthly survey data published quarterly. The data analyses the demographics - An offline survey carried out annually on a sample 1,000 of European gamers, their buying behaviour across all people aged 15 and over. It is used to balance answers platforms, helping to generate an in-depth view of their from a more detailed online survey. gaming habits and uses. The countries covered are France, the UK, Germany and Spain and also the United States and - An online survey, carried out monthly with a sample of Russia. GameTrack supports the GSD project by providing (the same) 3,000 people per quarter, aged 6 to 64. a more global vision of the markets in which it operates. ABOUT APP ANNIE App Annie analyses data from app stores (scores, rankings, comments, etc.) and combined, anonymised transactional data from over a million applications. With this data, App Annie produces estimations about app download and revenue performance. 7 IN 2018, THE FRENCH VIDEO GAME MARKET REPORTED A NEW RECORD HIGH CHAPTER 1 THE FRENCH VIDEO GAME MARKET 8 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. *Complete games, DLC / Micro-payments, subscriptions, streaming. THE FRENCH VIDEO GAME MARKET VISION OF THE MARKET IN 2018, THE FRENCH VIDEO GAME MARKET REPORTED A NEW RECORD HIGH The global turnover of video gaming is driven by the generalised growth of the three ecosystems: consoles, PC and mobile gaming. The Console ecosystem which grew 15% remains the video game industry driver, generating 56% of the global value of the French market. The hardware installed and the diversity of experiences available to gamers enabled 26% growth in sales of Console Software (physical + digital). Physical software sales remained stable and digital* sales posted a significant increase in each ecosystem: digital Console (+67%), digital PC Gaming (+33%) and Mobile (+22%). w p t - Ne roduc ten ts n - P Co r - bill od 28 io u n . n c ig 3 t s io e n d q c i u t a s i l t SOFTWARE i t r y A CONSOLES - PC - MOBILE + 26% - 2% T HARDWARE e CONSOLE - PC y c g h r n + ACCESSORIES e o n lo e g ic ic m al 1. a in 6 n yn n 5 billio D ova n - tion - Immersio 9 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. *Complete games, DLC / Micro-payments, subscriptions, streaming. THE FRENCH VIDEO GAME MARKET 2018 MARKET REPORT TURNOVER 4.9 BILLION EUROS* CONSOLE PC Gaming Mobile ecosystem** ecosystem** ecosystem*** 2,750 1,237 946 in million euros *Ecosystems: Console + PC + mobile, physical and digital **Source: Source: SELL data, from GSD/GameTrack panels at end 2018. 10 ***Source: GameTrack estimate based on App Annie’s 2018 games consumer spend in France data, converted to Euros, French tax added. THE FRENCH VIDEO GAME MARKET GROWTH IN SALES CONSOLE PC GAMING MOBILE ECOSYSTEM** ECOSYSTEM** ECOSYSTEM*** OVERALL MARKET* +15% +15% +10% +22% VS 2017 vs 2017 vs 2017 vs 2017 4.9 billion 4.3 euros billion euros 3.6 billion euros 2011 2017 2014 2013 2010 2012 2015 2016 2018 *Ecosystems: Console + PC + mobile, physical and digital **Source: Source: SELL data, from GSD/GameTrack panels at end 2018. ***Source: GameTrack estimate based on App Annie’s 2018 games consumer spend in France data, converted to Euros, French tax added. 11 THE FRENCH VIDEO GAME MARKET CLOSE-UP: MARKET SEGMENTS 19% 16% Mobile Console software hardware 0.4% Physical PC 6% software Console accessories 13% Digital PC 4.9 software BILLION 16% EUROS Physical console 3% software PC gaming accessories 9% PC 19% gaming Virtual hardware console software 12 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. THE FRENCH VIDEO GAME MARKET CLOSE-UP: SOFTWARE BREAKDOWN BREAKDOWN OF TURNOVER OF TURNOVER BY PLATFORM BY FORMAT 19% 29% PC Mobile Software 52% 47% Console Digital Software 29% (PC + Console) 24% Mobile Physical Software (PC + Console) 13 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. THE FRENCH VIDEO GAME MARKET CONSOLE ECOSYSTEM BREAKDOWN OF 2018 TURNOVER IN EUROS 62% 28% 1,700 million 772 million Console Console Software hardware 10% 278 million Console accessories 14 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. CONSOLE ECOSYSTEM CONSOLE ECOSYSTEM BREAKDOWN OF 2018 TURNOVER IN EUROS Software 54% 46% 918 million 782 million Digital 1,700 Physical MILLION + 26% vs. 2017 Digital Physical +67% - 2% vs. 2017 vs. 2017 15 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018. THE FRENCH VIDEO GAME MARKET CONSOLE ECOSYSTEM Hardware GROWTH IN SALES FOR 2018 million - 2% 772 euros VS 2017 SHARE OF CONSOLE SALES IN 2018 90% of which retrograming Home 9% consoles 252,568 2,519,114 10%Handheld consoles 269,423 1616 Source: SELL data, from GSD/GameTrack/App Annie Intelligence panels at end 2018.