Value sales of video games declined in 2021, following a year of strong growth when sales were boosted by the COVID-19 lockdown and home seclusion – with consumers searching for entertainment and ways to pass the time within the household. Nonetheless, the launch of Nintendo Switch OLED, PlayStation 5 and Xbox series X led to a double-digit growth in demand for video games hardware in 2021, particularly static consoles.
Performance for digital was better than physical across 2021. Digital console games registered positive growth, while growth was negative for mobile games in 2021.
Nintendo retained its lead of the landscape, offering the Switch and Switch OLED, with the latter seeing positive results in 2021. The Switch is perceived as being more of a ‘family’ console than others, which benefited the product during the pandemic as families looked for ways to pass the time together during home seclusion.
The video games landscape is expected to record negative value growth from 2022-2026, due to the anticipated decline in sales of video games hardware, particularly hand-held consoles, but also static consoles. As most consumers bought Nintendo Switch OLED shortly after its launch, demand is expected to be lower over the forecast period, with most consumers who want one already owning a console and standing by for the latest games releases.
E-sports’ presence was already growing in France at the end of the review period, with further growth expected over the forecast period. As people continue to change their habits, with many continuing to stay home more, they will be more likely to spend time playing and watching e-sports.
Following the outbreak of COVID-19, e-commerce is set to continue its growth over the forecast period. However, physical stores will remain an important factor for some consumers over the coming years.
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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
This report originates from Passport, our Video Games research and analysis database.
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