ESSENTIAL VIDEO GAME NEWS MARKET CONSUMPTION USES

OCTOBER 2016

1 EDITORIAL EDITORIAL

This new issue of Essential Video As always, PGW will be an e-arena with Game News presents the annual results this year a hall dedicated to the biggest of GfK’s consumer survey for SELL, to international eSport competitions, an better understand the habits of the French opportunity to discover the PGW Art Gallery population, decode gamer expectations by ARTtitude, a unique bookshop and many and practices and continue to develop Paris new operators who are attending for the Games Week. This year we were particularly interested in the arrival of virtual reality, younger gamers. the interest of 15-24 year-olds for the video gaming industry and its businesses and Paris Games Week is also the place also French perception of eSport. This year we have created PGW Business, A stage for pop culture as a whole, the a forum for all those who are hoping to 7th edition of Paris Games Week invites work in the industry. Close to the Colleges you to discover the future of video gaming. & Courses area, PGW Business is built The show is taking over 80,000 square around presentations of colleges, talks by metres of the Paris Exhibition Centre at video game professionals and specialists Porte de Versailles, a 30% increase and photo exhibitions to present all the on last year. businesses which make our industry so rich and exciting... Every year, the show’s growth improves and enriches the experience offered to What if video gaming was designing gamers. They will discover technological tomorrow’s businesses? innovations like virtual reality, new products for the Christmas season and Enjoy the show! also new games for 2017 presented as Jean-Claude Ghinozzi exclusive previews by French and European Chairman of SELL manufacturers, publishers, accessory manufacturers and studios. For the 3rd consecutive year, Game Connection Europe will be held jointly with Paris Games Week. This international event helps nearly 3,000 developers, distributors, partners and customers.

2 CONTENTS CONTENTS

CHAPTER 1 P. 4 › Understanding the video game market

CHAPTER 2 P. 21 › Profiles of French gamers

CHAPTER 3 P. 29 › A responsible industry

CHAPTER 4 P. 35 › Paris Games Week

CHAPTER 5 P. 39 › SELL

ESSENTIAL VIDEO GAME NEWS is produced by the Union of Video Game Publishers (SELL). consumption and use of the French video gaming industry.

3 CONTENTS

CHAPTER 1 UNDERSTANDING THE VIDEO GAME MARKET

4 UNDERSTANDING THE VIDEO GAME MARKET

GAMER NUMBERS DOUBLED IN ONLY 10 YEARS!

The history of video gaming in France dates back to the 1980s. The last twenty years have seen the industry and how it is used change dramatically. Today it is the 2nd largest cultural industry behind books. Gaming has slowly become generalised, entering every French home.

29% 52% 2005 OF REGULAR 2016 OF REGULAR GAMERS GAMERS

35 % YEARS M:54 OLD 34 % YEARS 52 OF THE OLD POPULATION W:46% 32 YEARS OLD

PERCENTAGE AVERAGE AGE MALE / FEMALE OF GAMERS OF GAMERS BREAKDOWN IN 2016 IN 2016 IN 2016

In the early 2000s, only 20% of the French population said they played video games, a large proportion being men with an average age of 21. 16 years later and one out of every two French people now say they play video games with almost equal sexual parity and an average age that extends way beyond 30.

5 Source: GfK 2005 Gamers Study and GfK/SELL 2016 Study UNDERSTANDING THE VIDEO GAME MARKET

2015 MARKET REPORT

TURNOVER FRANCE +6% MARKET 2.87 GROWTH BILLION EUROS (PHYSICAL MARKET + VIRTUAL MARKET EXCLUDING HARDWARE AND ACCESSORIES GAMING PC) CONSOLES + SOFTWARE + ACCESSORIES + ONLINE + HANDHELD

TOP

3 1.3 1.1 MILLIONS OF MILLIONS OF UNITS UNITS

FIFA 16 CALL OF DUTY: BLACK OPS 3

FRANCE IS IN THE TOP 3 2 VIDEO GAMES BROKE THE BARRIER EUROPEAN MARKETS OF A MILLION UNITS SOLD IN 2015* (with England and Germany) FIFA 16: 1.3 million Call Of Duty: Black Ops 3: 1.1 million The 2nd most sold cultural product in France in 2015 was a video game: fifa 16

6 Sources: SELL estimation, using GfK panel data at end 2015 UNDERSTANDING THE VIDEO GAME MARKET

CLOSE-UP: MARKET SEGMENTS 2015 Breakdown of turnover En millions of Euros

1593 1492

758 712

270 305 200 260

2014 2015 2014 2015 2014 2015 2014 2015 CONSOLES SOFTWARE HANDHELD ACCESSORIES (CONSOLE + PC, PHYSICAL + VIRTUAL)

-6% +7% +30% +13% +9.5%

TURNOVER FOR GLOBAL SOFTWARE MARKET (CONSOLE + PC + MOBILE, PHYSICAL + VIRTUAL)

7 Sources: SELL estimation, using GfK panel data at end 2015 UNDERSTANDING THE VIDEO GAME MARKET

CLOSE-UP: MARKET SEGMENTS 2015

9% MOBILE SOFTWARE 12% VIRTUAL % PC SOFTWARE 25 CONSOLE HARDWARE

% TURNOVER 2 FRANCE PHYSICAL PC SOFTWARE 2.87 BILLION 14% EUROS 10% VIRTUAL CONSOLE SOFTWARE ACCESSORIES CONSOLE 28% PHYSICAL CONSOLE SOFTWARE

46% 65% PHYSICAL CONSOLE

RETAIL RETAIL SOFTWARE SOFTWARE 14% 14% MOBILE MOBILE

% 40 % VIRTUAL 21 (PC+CONSOLE) PC

8 Sources: SELL estimation, using GfK panel data at end 2015 UNDERSTANDING THE VIDEO GAME MARKET

THE CYCLE OF VIDEO GAMING CONSOLES Hardware + Software + Accessories PEAK OF GENERATION 7

PEAK OF GENERATION 6

PEAK OF GENERATION 5

PEAK OF GENERATION 4

1987198819891990 199119921993 1994 1995 1996 19971998 1999 2000 20012002 2003 2004 2005 2006 2007 2008 200920102011 2012 2013 2014 2015

4TH GENERATION 5TH GENERATION 6TH GENERATION 7TH GENERATION 8TH GENERATION

THE MARKET OPERATES IN CYCLES.

9 Sources: SELL estimation, from GFK panel data at end 2015 UNDERSTANDING THE VIDEO GAME MARKET

20 YEARS OF CONSOLES

5TH GENERATION

1993 1993 1994 1995 Amiga CD32 3DO

1995 1997 1998 PlayStation Game Boy Color

6TH GENERATION

1999 2000 2001 2002 Sega PlayStation 2

10 Sources: GfK UNDERSTANDING THE VIDEO GAME MARKET

20 YEARS OF CONSOLES

2002 2003 2003 2005 GameCube Game Boy Advance SP Nokia N-Gage

7TH GENERATION

2005 2005 2005 2006 Nintendo DS PSP Nintendo

2007 PlayStation 3

11 Sources: GfK UNDERSTANDING THE VIDEO GAME MARKET

20 YEARS OF CONSOLES

8TH GENERATION

2011 2012 2012 Nintendo 3DS PS Vita Nintendo

2013 2013 PlayStation 4

12 Source: GfK UNDERSTANDING THE VIDEO GAME MARKET

TRENDS AND INNOVATIONS A market in perpetual change

GAMING EXPERIENCE

AUGMENTED REALITY MULTISCREEN

SMARTPHONE TABLET

VIRTUAL REALITY SOCIAL INTERACTION

GENERATION VOICE IMMERSION ONLINE AND MOTION CONTROL 8

BOX STREAMING E-SPORT CLOUD GAMING

13 UNDERSTANDING THE VIDEO GAME MARKET

TRENDS AND INNOVATIONS Virtual reality focus

OUT OF

10 OUT OF 7 FRENCH PEOPLE HAVE HEARD 6 OF VIRTUAL 1 FRENCH PEOPLE REALITY SAY THEY ARE “FULLY AWARE” % OF THE POSSIBILITIES 9 GENERATED BY OF FRENCH PEOPLE VR TECHNOLOGY HAVE ALREADY TESTED VIRTUAL REALITY DEVICES 49% SAY THEY WOULD LIKE TO TRY IT

% % 19 21 THE POSSIBILITY REALISTIC GRAPHICS OF WATCHING 360° IN GAMES FILMS AND VIDEOS

GAMER EXPECTATIONS 3% FOR VIRTUAL SURF THE WEB REALITY & SOCIAL MEDIA 33% AN IMMERSIVE & FLOWING EXPERIENCE 20% NOT INTERESTED IN VIRTUAL REALITY 4% TO BE ABLE TO PLAY WITH OTHER PEOPLE

Sources: SELL / GFK "French public and Video gaming" survey 14 Based on 1,002 people aged between 10 and 65 / October 2016 UNDERSTANDING THE VIDEO GAME MARKET

IMPROVING RECOGNITION OF ESPORTS IN FRANCE

SEPTEMBER 2015: SELL proposes an amendment to the by Axelle Lemaire and intended to give electronic sports of the queue.

JANUARY 2016: !"#$ Prime Minister Manuel Vallls launched a parliamentary mission under the auspices of the UDI Deputy Rudy Salles and the PS %GR! of video gaming competition in France.

MARCH 2016: *$+%GR!F$ their interim report to Axelle Lemaire for the Law to be examined by the Senate.

MAY 2016: +F$+ professional gamers.

JUNE 2016: A joint Senate / National Assembly meeting is held D0

JULY 2016: The National Assembly adopts the law.

SEPTEMBER 2016: The Senate unanimously approved the law on the Digital Republic.

CREATION OF THE “FRANCE ESPORTS” ASSOCIATION: THE FIRST STEP TOWARDS A FEDERATION OF ESPORT AMATEURS AND PROFESSIONALS

The main historical actors of eSport come together to create “France eSports”, a !"F=%!&The purpose of the association is to in the sector and to promote its development in a context of professionalism and structuring of the practices used in electronic sports.

'()!!*#1!233+$4+568 9:6;3"9+3+"%:9#$5!<3+2=8 +$+G3<!2=

15 UNDERSTANDING THE VIDEO GAME MARKET

FORECASTS FOR THE FRENCH VIDEO GAME INDUSTRY End of 2016

ECOSYSTEMS CONSOLES + PC GAMING + MOBILE, PHYSICAL + DIGITAL . 3 4 % BILLION +3 EUROS IN VALUE

16 Sources: SELL estimate, using GfK panel data UNDERSTANDING THE VIDEO GAME MARKET

MARKET PERSPECTIVES 2016 End of 2016

PC GAMING CONSOLE (INCLUDING DIGITAL) ECOSYSTEM % MILLION % MILLION +6 EUROS +2 EUROS IN VALUE 847 IN VALUE 2.259

HARDWARE* HARDWARE*

IN % IN % 383 VALUE 45 652 VALUE 29 MILLION MILLION EUROS +8% EUROS -8%

OF CONSOLE OF CONSOLE ECOSYSTEM ECOSYSTEM TURNOVER TURNOVER

SOFTWARE* (INCLUDING DIGITAL) SOFTWARE* (INCLUDING DIGITAL)

IN % IN % 385 VALUE 46 1.298 VALUE 57 MILLION MILLION EUROS MARKET EUROS +8%

OF CONSOLE OF CONSOLE ECOSYSTEM ECOSYSTEM TURNOVER TURNOVER

ACCESSORIES* ACCESSORIES*

IN % IN % 79 VALUE 9 310 VALUE 14 MILLION MILLION EUROS +34% EUROS +2%

OF CONSOLE OF CONSOLE ECOSYSTEM ECOSYSTEM TURNOVER TURNOVER

#$'()*+(#4 graphics cards) Accessories (mouse, keyboard, screen) for PC gaming 17 Sources: SELL estimate, using GfK panel data UNDERSTANDING THE VIDEO GAME MARKET

THE VIDEO GAME ECOSYSTEM

DESIGNERS

VIDEO STUDIOSGAME PUBLISHERS

DISTRIBUTORS

18 UNDERSTANDING THE VIDEO GAME MARKET

BUSINESS MODELS The 3 business models of video gaming

2

DESIGN + STUDIO

PUBLISHING + 1 DISTRIBUTION 3

CREATION DESIGN + STUDIO + STUDIO + PUBLISHING + AGGREGATORS + DISTRIBUTION

PUBLIC

19 UNDERSTANDING THE VIDEO GAME MARKET

WHICH INDUSTRIES APPEAL THE MOST TO THE 15-24 AGE GROUP?

CINEMA 17% MUSIC 15% IT 13% TOURISM 12% VIDEO GAMES 11% CARE INDUSTRY 11% RENEWABLE ENERGIES 9% FOOD INDUSTRY 5% BANKING / FINANCE 5% PUBLISHING 2%

WITHIN VIDEO GAMING, WHICH BUSINESSES APPEAL THE MOST TO THE 15-24 AGE GROUP?

12% SUPPORT (FINANCE, HUMAN 34% RESOURCES, ETC.) DESIGN 20% (AUDIO, ILLUSTRATIONS, SCRIPTS, ETC.) DEVELOPMENT (PROGRAMMING, QUALITY TESTS, LEVEL DESIGN, ETC.) 2% 19% OTHER PUBLISHING (MARKETING, SALES, COMMUNICATION, ETC.) 13% NONE

Sources: SELL / GFK "French public and Video gaming" survey 20 Based on 1,002 people aged between 10 and 65 / October 2016 CHAPTER 2 PROFILES OF FRENCH GAMERS

About the SELL "French public and Video gaming" survey

The "French public and Video gaming" survey was carried out by GfK for SELL with the aim of measuring and under- standing video game use and purchases in France. For this survey, a panel of 1,002 people aged 10 to 65 were interviewed in October 2016. 21 PROFILES OF FRENCH GAMERS

FRENCH PEOPLE AND VIDEO GAMES

62% OF FRENCH PEOPLE CONSIDER VIDEO GAMING A POSITIVE ACTIVITY

76% % OF FRENCH PEOPLE 56 CONSIDER OF FRENCH PEOPLE VIDEO GAMING THINK THAT VIDEO GAMES A LEISURE ACTIVITY ENCOURAGE CHILDREN’S FOR THE WHOLE DEVELOPMENT FAMILY

OUT OF

2 1 FRENCH PEOPLE % SEE GAMING 41 AS A CULTURAL OF FRENCH PEOPLE ACTIVITY CONSIDER ESPORT A SPORT IN ITS OWN RIGHT

Sources: SELL / GFK "French public and Video gaming" survey 22 Based on 1,002 people aged between 10 and 65 / October 2016 PROFILES OF FRENCH GAMERS

FRENCH PEOPLE AND VIDEO GAMES French people and their habits

FRENCH HABITS GAMER HABITS (ONE HOUR A WEEK) (ONE HOUR A WEEK)

Surf the web H H 28.1 + 0.2 hours 28.3

Watch television H H 21.4 - 3.3 hours 18.1

listen to the radio H H 9.1 - 0.7 hours 8.4

listen to music H H 7.5 + 1.4 hours 9

Watch videos (DVD, BR, VOD, H H 4.3 streaming) 5.5 + 1.1 hours

Read books H H 3.8 - 0.2 hours 3.6

Play on the smartphone H H 3.7 & tablet 5.1 + 1.4 hours

Play on the console H 3.5H & PC 5 + 1.5 hours

Read magazines H H 2.6 or newspapers 2.6 0 hours

Go to the cinema H H 1.1 + 0.2 hours 1.3

Sources: SELL / GFK "French public and Video gaming" survey 23 Based on 1,002 people aged between 10 and 65 / October 2016 PROFILES OF FRENCH GAMERS

VIDEO GAMING: A LEISURE ACTIVITY FOR EVERYONE

54% % 70% MEN 52 OF FRENCH PEOPLE OF FRENCH PEOPLE PLAY PLAY AT LEAST REGULARLY OCCASIONALLY 46% WOMEN

35 years old MEN 34 YEARS OLD AVERAGE AGE 32 OF VIDEO years old GAMER WOMEN

PERCENTAGE OF GAMERS BY AGE GROUP

95% % % 91 88 79% 78% 55% 38%

10-14 15-18 19-24 25-34 35-44 45-54 +55 YEARS YEARS YEARS YEARS YEARS YEARS YEARS OLD OLD OLD OLD OLD OLD OLD

Sources: SELL / GFK "French public and Video gaming" survey 24 Based on 1,002 people aged between 10 and 65 / October 2016 PROFILES OF FRENCH GAMERS

HOW PEOPLE PLAY 28% 25% EVERYDAY REGULARLY OR NEARLY EVERYDAY (AT LEAST TWICE A WEEK)

GAMING FREQUENCY

26% 21% OCCASIONALLY FROM TIME TO TIME (2-3 TIMES A YEAR) (2-3 TIMES A MONTH)

BREAKDOWN OF GAMERS BY PLATFORM

61% 59% 50% 34% 27% 8%

HOME PC SMART- TABLETSHANDHELD ONLINE CONSOLES PHONES CONSOLES BROADBAND OR CABLE

Sources: SELL / GFK "French public and Video gaming" survey 25 Based on 1,002 people aged between 10 and 65 / October 2016 PROFILES OF FRENCH GAMERS

TOP 10 GAME GENRES Played in 2016

MULTIMEDIA 39 %

CAR RACING 34%

SOCIAL GAMING 33%

ACTION 31%

SPORTS % / FOOTBALL 31

ROLE PLAY 30%

STRATEGY 26%

SHOOTING / % FPS 25

RHYTHM GAME 20%

MULTI-PLAYER / % ONLINE 19

COMBAT 17%

FOR KIDS 16%

Sources: SELL / GFK "French public and Video gaming" survey 26 Based on 1,002 people aged between 10 and 65 / October 2016 PROFILES OF FRENCH GAMERS

PARENT BEHAVIOUR TOWARDS VIDEO GAMES WHY DO THEY GAME WITH THEM? 65% OF FRENCH PEOPLE PLAY VIDEO GAMES % % WITH THEIR 38 19 CHILDREN FOR FUN TO CHECK GAME CONTENT 39% 11% BECAUSE THE BECAUSE THE PARENTS LIKE PARENTS ASK TO TO GAME 88% 59% 48% ARE CAREFUL ABOUT TO SHARE AN BECAUSE THE THEIR CHILD’S ACTIVITY CHILDREN ASK TO GAMING

17% 39% REGULARLY OCCASIONALLY GAMING FREQUENCY OF PARENTS % 9 WITH THEIR FREQUENTLY CHILDREN

16% 19% NEVER RARELY

Sources: SELL / GFK "French public and Video gaming" survey 27 Based on 1,002 people aged between 10 and 65 / October 2016 PROFILES OF FRENCH GAMERS

THE ACT OF BUYING AND THE PEGI RATING SYSTEM

WHO BUYS VIDEO GAMES?

69% 15% 11% 5%

PARENTS CHILDREN

OTHER PEOPLE LIVING AT HOME OTHER PEOPLE OUTSIDE OF HOME (BROTHER, SISTER, ETC.) (GRANDPARENTS, FRIENDS, ETC.)

ATTITUDE TO THE PEGI RATING SYSTEM

51% 31% % OF ADULTS OF CHILDREN 49 PAY ATTENTION PAY ATTENTION TO THE PEGI TO THE PEGI SYSTEM SYSTEM

69% 46% 25% OF PEOPLE WHO BUY GAMES PAY ATTENTION TO THE PEGI SYSTEM (SURVEYED: CHILDREN)

29%

YES NO DON’T KNOW

Sources: SELL / GFK "French public and Video gaming" survey 28 Based on 1,002 people aged between 10 and 65 / October 2016 CHAPTER 3 A RESPONSIBLE INDUSTRY

29 A RESPONSIBLE INDUSTRY

PEGI: PAN EUROPEAN GAME INFORMATION

A responsible industry Since 17th December 2015, the PEGI system has been accredited by the French Home Secretary. The government has made the age and risk rating system mandatory for the video gaming sector.

Present in CREATED IN 38 2003 countries

over FEDERATING 25,000 1,300 APPROVED GAMES COMPANIES

30 A RESPONSIBLE INDUSTRY

The PEGI age rating system (Pan-European Game Information) gives parents throughout Europe the opportunity to make enlightened decisions before purchasing a video game. JB a unique system that is now used in most European countries. The system enjoys the +$5" 31$ also applied to all new apps available from Google Play.

9$$+134+1 Europe.

WHAT DO THE LABELS MEAN? 9>38@ BCHJHKHO9$$Q to the protection of minors. 9F$X$9 $D age rating.

This game contains bad language. This game contains violent scenes.

This game contains images which may encourage discrimination. This game may frighten young children.

This game refers to the use of drugs This game encourages and/or teaches (including tobacco and alcohol). gambling.

This game shows nudity and/or sexual behaviour or makes sexual references.

31 A RESPONSIBLE INDUSTRY

PEGI: PAN EUROPEAN GAME INFORMATION

“There is an age for everything. There is a video game for every age."

+-.%/) supporting and contributing to the PédaGoJeux )!! 0)!)& 0 1JB+13 about video games. (Interactive Software Federation of Europe= SELL developed a rating system for video game 60(!!-.% @1%23 (Pan European Game Information). 7(82!1) 5$ )(! PEGI system guarantees comprehensible and !)1%23) precise information regardless of how much !(0)!9:1 %2!3(!;&

0) <))0 %4!! +)0!=3(!=!- +)0!5& A decision which !)!!!! $ 0(0)!- to offer gamers clear information. ! As well as the institution and promotion of the (!(!)!& >38$JO+3

TWO FILMS AND A SIMPLE MESSAGE TO RAISE AWARENESS OF PARENTS AND GAMERS TO THE PEGI LABELS.

AN AMBITIOUS MEDIA PLAN 4 DESIGNED TO REACH PARENTS WEEKS €850,000 ON SCREEN BUDGET AND GAMERS FROM 5TH OCTOBER TO 2ND NOVEMBER

SHOWN IMPULSE BUY IN UGC CAMPAIGN & GAUMONT PATHÉ ON THE WEB CINEMAS

32 A RESPONSIBLE INDUSTRY

THE PEGI GUIDE

Find it on the SELL website: www.sell.fr Essential Video Game News - special issue The PEGI guide

33 THE VIDEO GAME INDUSTRY

PEDAGOJEUX.FR The website for information and raising awareness about video games

The PédaGoJeux JH\>G8%0 website guides parents D$ and educators through on younger gamers and the complex world of created PédaGoJeux video gaming. % K4HJ$9 6)>&(- ]+2+3 /) >G8%0 82 0& ^4H$4 them to move from consumer to designer and Z age and game content are major concerns from their gaming and view the game itself for adults today. PédaGoJeux believes it is $82 see behind the scenes of how a video game is the PEGI labels so they can select games Q$ and adapted to their family values. >G8%0 1G2@0A their children about their gaming experiences (!-)!) and gaming together as a family are also & essential.

The current active members of the 90 >G8%0@"_ PédaGoJeux has been 1$#<_"#1=+ 2<9=5$1$ educational mediators since #_:8> JH>G8%0 <+3=`$%%06 # 94 $D$ PédaGoJeux ensures a balanced approach JH to video gaming. Without demonising or programme received the "Défenseur des droits" k J\$of the Ddeo games 2*2 and the points of concern.

34 CHAPTER 4 PARIS GAMES WEEK

35 PARIS GAMES WEEK

PARIS GAMES WEEK

1<3.2"%.B%%C*83'3'D BE34E"3<<6<.'E%.%4'6<

12!B/) )0 .%0=!( -(! >0*0)!) (!= (0 )&

.))-12!B/ >0))- !(!( 0&OX HJHJJB>: >3026 show will open its doors with 30% more space JH\ DJH$H square metres. SELL is offering visitors even 0 booths that are ever more spectacular.

'!!)(0 !0&'!9-G!)) 0)-!-!-!() -!000)0&

'-12!B/)+0'05- (&$++ federate communities around gaming. 9+3BK$>8 $k at exhibition time. +G-12!B/>! 9-!-5G(! +'8&

36 PARIS GAMES WEEK

'B6C%DB6<=.*%H1%<3%I4%J @%I47=%2E3I6KK3-.% 1<%.3=%I'I=1<3.2"%.B%%C 3II68'36I 6<2I3.%<-%H13I.* 3#*3>*6_!619‚3+26>39#ƒ3"6"`„ `$$D0$ 9‚3‚_833:3"9>#*+8#53+33ƒ‚#+ the success is also down to the presence `32653#"!‚2‚3‚#:3`_96:3* 00!(!> who 9‚3„3#*+#6"8+!3!113*3"9+3296* shape this industry and help create the event’s 6>3*#96*+96!#„3#"996863:3" 9$>8 1_*9‚3*#"!5#ƒ3>#*+8#53+33ƒ# `*#"!"9+6"*8‚9*3>*3+3"9"8 @ 9‚3:#_3+‚2‚‚#:35#!39# `3"2‚5#*ƒ"83"3*#>_`2+‚6+@ 0)) for publishers with SHARING, CREATIVENESS, UNIVERSALITY 444$4 AND RESPONSIBILITY.” at the show and even more exclusive games <0 12B*.'2%+6< international PlayStation conference organised >8JH\=€ 2"3I2

(0) 12!B/ testing technological innovations :* 0)) +€ )0 )!&#6 0()). will discover all the new products for the competitions with ESL (the Electronic S 2JHC $D$= 3+2<3+2= This new edition will also showcase the JHH As well as spotlighting eSport latest innovations in virtual reality. Paris >8+3$ 8$ $ for international competitions and this striving for recognition for eSport. SELL contributed to the creation of the France eSport year it will host many eSport events. Loyal € industry professionals will also be joining 0)(!0 !( for gamers and and styles.  >8% JHJ€

)(!(0)! HOJ\$ <‚* = conferences and round tables on topics and issues which concern and motivate the industry’s future professionals. 37 PARIS GAMES WEEK

PARIS GAMES WEEK IN FIGURES Top 5 international video game events Top 5 French trade fairs

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2<6B'E3I.3K% A-" G -" 5 G-" 9 9-" -" -" 5-"

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38 CHAPTER 5 SELL

39 SELL

THE MISSIONS OF SELL SELL stands for the Syndicat des Editeurs de Logiciels de Loisirs, or the Union of Video Game Publishers.

The Union of Video Game Publishers Under the presidency of Jean-Claude (SELL) was founded in 1995 by Ghinozzi (Director of the Retail Sales and key players on the video game market. Marketing Division for Microsoft France) To support the growing video game and Emmanuel Martin (SELL General industry and its accessibility, video game Delegate), this commitment to society professionals (console manufacturers, became concrete in 2015 with the PEGI game publishers, accessory manufacturers, system’s approval from the French Home etc.) needed to speak with the same voice. Secretary as the rating system for video Following the example of the Interactive games in France. Software Federation of Europe (ISFE) which defends the interests of the video gaming SELL’s main objective is to promote sector on a European level, SELL immediately video games and gaming with the became the primary contact for French general public, national and European public institutions, the media and different stakeholders and the authorities. associations. For this, SELL organises two shows every year, the IDEF and Paris Games In twenty years, SELL has taken many Week, federating the main operators decisive actions to ensure video gaming in the video game sector. is recognised as one of France’s favourite leisure activities. This success is not The IDEF (Interactive & Digital solely down to the quality of games sold by Entertainment Festival) is a trade fair. the SELL members. Ever year, all of the video game industry Aware of their responsibilities to gamers comes together there. Over three days, and their friends and families, in 2003 SELL they present industry buyers with gaming members implemented a simple, complete trends and new products and services and independent video game rating system: which will create a buzz for the Christmas PEGI (Pan European Game Information). season. Furthermore, panels, conferences SELL expressed the industry’s desire to be and round tables introduce and explain responsible through the PEGI rating system new uses and new technologies and through an information resource for which will move the video game industry parents: PédaGoJeux.fr forward, an industry which is enjoying constant growth.

40 SELL

Paris Games Week is a general public show. Finally, the world’s third largest video game ? show couldn’t forget the professionals! gamers, their families and friends will Game Connection is a space where industry play and discover the latest titles, professionals can meet and discover technologies and peripherals for the creations and offers which will hit the Christmas season. Even though it is open headlines in the coming months and years. to all and has events suitable for every audience, Paris Games Week has an area SELL also has a vocation to defend specially designed for younger gamers: the interests of its members and, more Q generally, all of the video game sector. discover games, accessories and activities This includes software publishers, specially designed for a younger audience. console manufacturers, accessory PGW is also an opportunity to meet some manufacturers and also development of the colleges offering courses in video studios and colleges offering video gaming and digital design. game courses.

PROFESSIONALS Research - Information Public relations IDEF

PUBLIC PUBLIC PEGI AUTHORITIES <=>?<@J Government Fighting piracy Institutions European Union

GAMERS PARIS GAMES WEEK Information - News - Prevention

41 SELL

THE BOARD OF DIRECTORS

Michaël Sportouch Philippe Lavoué ACTIVISION BLIZZARD NINTENDO Arnaud Muller Philippe Cardon BANDAI NAMCO ENTERTAINMENT SONY COMPUTER ENTERTAINMENT EUROPE Julie Chalmette BETHESDA Florent Moreau SQUARE ENIX Jérôme Le Grand DISNEY INTERACTIVE Patrick Bellaiche & Michel Magne Dominique Cor TAKE-TWO INTERACTIVE ELECTRONIC ARTS John Parkes John Bert UBISOFT FOCUS HOME INTERACTIVE Jean-Claude Ghinozzi & Hugues Ouvrard MICROSOFT

42 SELL

THE MEMBERS OF SELL

505 Games Activision Blizzard Bandai Namco Entertainment Bethesda Bigben Interactive Capcom Disney Interactive Electronic Arts Focus Home Interactive Game One Gravity Europe Koch Media Innelec Multimedia Konami Just For Games Microsoft Nintendo Orange PDP Sega Sony Square Enix Take-Two Interactive Ubisoft Warner Bros Interactive

43 SELL.FR

Jean-Claude Ghinozzi Chairman

Emmanuel Martin General Delegate [email protected] Anne Sophie Montadier Communication and Press Relations Manager [email protected] agence-cargo.com