Video Games in France

August 2026
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in France with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in France, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in France report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in France?
  • Which are the leading brands in Video Games in France?
  • How are products distributed in Video Games in France?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in France?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in France - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Nintendo Launch Resets Upgrade Cycles and Anchors Spending
Game Subcriptions Buffer Software Slide
Chart 2 Picture 1Nintendo's Switch 2 Gives France's Gamers a Reason to Upgrade
Subscriptions Reshape Purchasing Behaviour
Chart 3 Subscriptions Turn Cost-Sensitive as Xbox Game Pass Hikes Prices in France
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Nintendo Leverages Hardware Launches to Drive Short-Term Spending
Micromania Sale Signals Shift as Digital Platforms Consolidate Power
Chart 6 Analyst Insight for Video Games
Chart 7 Forecast Value Sales 2020-2030
Chart 8 Forecast Value Sales by Category 2025-2030
Nintendo and Playstation Fuel Competition as New Hardware Cycle Resets Shares
Ubisoft and Sandfall Spark Growth with Fresh Launches and Strategic Alliances
Ubisoft and Sandfall Introduce Blockbuster Breakthroughs
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
Digital Platforms and Subscriptions Displace Physical Stores in Everyday Sales
Chart 11 Gamestop Puts Micromania up for Sale as Boxed Games Fade in France
Playstation Store, Steam and Amazon Win Loyalty through Convenience and Range
Chart 12 Retail Channels 2020-2025
French Studio Breakthroughs and Corporate Restructuring Redefine the Innovation Agenda
Sandfall Interactive, Ubisoft and Electronic Arts Demonstrate Distinct Innovation Pathways
Ownership Restructuring and Creative Breakthroughs Create New Value Pathways
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Population by Generation 2025

Toys and Games in France - Industry Overview

2025 Developments

Key Data Insights

Chart 19 Key Industry Trends for Toys and Games
Lego and Pokémon Sustain Value as Adult Spending Rises
Adults and Teens Drive Premium Construction and Collectibles Growth
Sustainability and Circularity Reshape Product Design and Retail
Chart 20 Lego Advances Recycled Materials and Paper Packaging Amid Tightening Eu Rules
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Lego and Influencer Brands Shape Premium Adult Demand
Kidult Premiumisation and Regulation Drive Business Model Shifts
Sustainability and Second-Hand Options Shape Consumer Loyalty
Chart 23 Forecast Value Sales 2020-2030
Chart 24 Forecast Value Sales by Category 2025-2030
Lego Captures Lead as Nintendo and Asmodee Adjust Strategies
Two Major Corportate Developments Reshape the Landscape in 2025
Chart 25 Analyst Insight for Toys and Games
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
Store-Based Toy Retailers Sustain Gifting While Digital Games Shift Online
Retail E-Commerce Accelerates Growth as Digital and Social Commerce Rise
Kidult Demand and Circular Options Reshape Retail Experience
Chart 28 Retail Channels 2020-2025
Acommunity-Organised Play and Cross-Platform Ip Emerge as Product Development Priorities
Sandfall Interactive and Nintendo Demonstrate Distinct Approaches to Product Innovation
Community Ecosystems and Creative Talent Create New Revenue Pathways
Chart 29 Gamestop Puts Micromania up for Sale as Boxed Games Fade in France
Chart 30 Economic Context for Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Toys and Games
Chart 34 Population 2020-2030
Chart 35 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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