Key insights into French gamers
Download PDFJan, 2023 © Newzoo 2022
Consumer Insights –Games & Esports
• Global coverage with
• Dozens of KPIs including more than 200 variables capturing
• surveyed on their gaming behavior and attitudes
• , including funnel metrics and audience profiles
• Easy -to -use access
JAPAN MEXICO BRAZIL ARGENTINA CHILE COLOMBIA AUSTRALIA NEW ZEALAND CHINA
INDIA SOUTH KOREA THAILAND TAIWAN INDONESIA VIETNAM MALAYSIA PHILIPPINES SINGAPORE
POLAND UNITEDSTATES CANADA UNITED KINGDOM GERMANY FRANCE SPAIN ITALY RUSSIA
SOUTH AFRICA NETHERLANDS BELGIUM SWEDEN FINLAND TÜRKIYE EGYPT SAUDI ARABIA UNITED ARAB EMIRATES
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Welcome to our market insights report series!
Gaming is among the world’s biggest entertainment and media platforms. An in -depth understanding
of the complex gaming landscape is crucial to identify the most valuable opportunities gaming
audiences have to offer. This understanding is not only important for game publishers and developers
but also for any company wanting to reach and authentically engage with the broadest and most
diverse subset of the world’s population.
In each of these reports, we will dive into one of the markets covered in our Consumer Insights –
Games & Esports research, which covers 36 diverse markets around the globe. This series of reports
will include some high -level takeaways from this research along with insights taken from our Global
Games Market Report and Newzoo Expert .
The data contained in these reports is a snapshot of the much broader scope of data we cover on
global gamers. Please contact us if you would like to learn more about Newzoo Consumer Insights –
Games & Esports or any of the other products covered in this report.
We hope you enjoy the report!
, Head of Consumer Insights
Newzoo
• Players and Revenues in 2022
• Gaming Engagement
• Playing and Viewing Behavior
• Gaming Persona Distribution
• Demographics and Motivations to Play
• Platform Play Behavior
• Top Games & Genres
• Payers and Paying Motivation
• Looking for More Gamer Insights?
• About Newzoo
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in the world
in the world
Newzoo Global Games Market Report | July 2022
Market estimates and forecasts are included for markets/countries.
© Newzoo 2022
1Game Enthusiasts are consumers who engage with
gaming through playing, viewing, owning, and/or
social behavior.
2Other gaming engagement includes visiting online gaming communities, discussing video
games with family and friends, listening to gaming podcasts, and attending large in -person
gaming conventions.
Consumer Insights –Games & Esports 2022
Total online population aged 10 -65 (n=2,080)
© Newzoo 2022
Only Viewing
Playing &Viewing
Consumer Insights –Games & Esports 2022
Total online population aged 10 -65 (n=2,080)
TotalPlayers TotalViewers EsportsAudience EsportsEnthusiasts
Viewers are those that watch live -streamed or pre -recorded gaming video content in the past 12 months.
Esports Audience are those that watch professional competitive gaming (esports) video content in the past 12 months.
Esports Enthusiasts are those that watch gaming (esports) video content once a month or more.
Over a third of the French online
population view gaming video
content (34%). As such, it is
unsurprising that a third both play
games and view gaming content.
However, despite the popularity of
viewing and playing in this market,
those who only play and don’t
view are in the majority with 38%.
Meanwhile, those who view but
don’t play are a lot rarer.
Only Playing
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Newzoo’s proprietary gamer segmentation wherein playing, viewing, owning, and socializing/other gaming
engagement are the four main dimensions for classification.
While every Newzoo Persona is represented, there are
two that stand out as most popular within this market:
Time Fillers and Mainstream Gamers.
These top two gamer personas have very different
profiles; Time Fillers are more casually engaged when it
comes to playing and less interested in viewing, while
Mainstream Gamers spend a significant amount of time
playing and viewing gaming video content.
Gaming Persona Distribution in France
Consumer Insights –Games & Esports 2022
Total online population aged 10 -65 (n= 2,080)
© Newzoo 2022 Consumer Insights –Games & Esports 2022 Those who have played video games on a PC, console, or mobile in the past 6 months (n=1,465)
10-20 21-35 36-50 51-65
Male Female Non -Binary/Other
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% Past 6 months players
Total online population aged 10 -65 (n=2,080 )
Consumer Insights –Games & Esports 2022
30% 44% 41%
Mobile Console PC
Base: Players of each platform
(Past 6 months)
Mobile players (n= 924 ); Console players (n= 848 ); PC players (n= 621 )
4h 35mins 4h 12mins 4h 40mins
Mobile Console PC
© Newzoo 2022
Newzoo Expert –September 2022
PC, PS4, PS5, Xbox One, Xbox Series X|S
Want more in -depth games data like
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Consumer Insights –Games & Esports 2022
Those who have played video games on aPC, console, or mobile in the past 6months (n=1,465 ), Total payers (past 6months) (n= 823 )
For a sale / special offer / good price
Unlock extra / exclusive playable content
Play with friends or family
Access a subscription
Advance quicker / easier in the game
Base: Total Payers (past 6 months) Base: Players (past 6 months)
The top motivation to spend money on
games in France is
, with 3 in 10 of those
who spend listing this as a motivator.
Meanwhile, almost a quarter spends
money on games to unlock extra /
exclusive playable content.
Furthermore, more than a fifth listed
playing with friends or family as a
motivator to spend, which highlights the
importance of the social aspects of
video games to French payers.
Unlock the
of gamers in 36
key markets . 1Payers :Past 6months players who, on average, spend money on amonthly basis on games on aPC, console, or mobile device . Spending money includes gifts, downloadable content, subscriptions, and other micro – transactions .
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Profile Gamers in your Target Markets with the Most Comprehensive Games Research Based on 75,000+ Consumers
JP
NL
IT
BE AU
DE
CA
FR FI
UK US TW
PL
NZ
SE SG
ES
KR
ID
TH
VN
PH MY
IN
ZA
BR
MX
TR
SA
AE AR
EG CL CO CN
RU
Markets
Metrics tracked Consumers Surveyed Game Franchises
Covered
A Residential Developed Approach methodology is used in AR, BR, CL, CN, CO, EG, IN, ID, MY, MX, PH, RU, SA, ZA, TH, TR, AE, a nd VN. The results for these markets are representative of active internet users in residential developed areas in respective countries/markets. InCN results are representative of the population in Tier 1 and 2 cities.
Years of Gamer Research
experience
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Global, regional, market key metrics
Market sizing, trends, forecasts
Trends, Market Sizing, Forecast Data Games & Market Engagement Data
Covers 100+ metrics for Thousands of Games
on PC, Console, and Mobile, including MAU, DAU,
Lifetime Players, Revenues, Viewership
Over 75,000* consumers surveyed worldwide
Motivations, drivers, playing behavior
Player Demographics & Psychographic Data
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*Based onConsumer Insights -Games &Esports 2022