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In France, video games achieved a turnover of 4,8 billion euros in 2019

The Syndicate of Leisure Software Publishers (SELL) presents the new edition of the Video Game Essentials, which takes stock of the French market for 2019. During a year of transition preceding the arrival of new consoles , the video game industry has slipped slightly. Historically cyclical, the sector has been able to innovate to renew itself, find many sources of growth and achieve its second historic performance.

The video game market stabilizes ahead of a promising 2020

unnamedAfter 6 years of uninterrupted growth, reaching a record turnover of 4,9 billion in 2018, the sector recorded its first decline since 2012, with a slight decline of 2,7%. With 2,5 billion euros and 3% growth in the sale of accessories, the console ecosystem represents more than half of the overall market value. The size of the installed hardware (Console + PC Gaming) and the richness of the games offer allow the software to stabilize at 3,3 billion euros, of which 42% comes from dematerialized (PC and console), 37 % of mobile and 21% of physical (PC and console). The mobile ecosystem exceeds 1,2 billion euros for the first time and generates XNUMX billion euros in revenue.

The video game market is distinguished from other cultural industries by the different stages that structure each major cycle of the sector. This year promises to be exciting, practices continue to evolve, hardware innovations are announced and creators continue to enrich the proposals made to players.
Julie Chalmette, President of SELL

Sources: SELL data, from GSD / Gametrack / App Annie Intelligence panels at the end of 2019.