February 2014 #1. Essential. Market Consumption

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1 February 2014 #1 Essential Video Game News / Market Consumption Use 1

2 Editorial Editorial The video game industry is experiencing an historic era punctuated with innovations, mutations and new ways to game. In France, we are witnessing a genuine evolution in gaming. The history of video gaming in France dates back to the 1980s. These last thirty years have seen this leisure activity, today the 2nd largest industry behind books, become increasingly accessible and slowly but surely appear in every French household. The offer is, evidently, increasingly diversified, in terms of content and also resources and technologies. 2 With the arrival of generation 8, the industry is experiencing a profound mutation, a mutation which is galvanising the ecosystem as a whole. Never before have three game consoles been launched within twelve months. If 2013 was the year of the consoles, 2014 will be the year of games! that we have called "Essential Video Game News", covering the market and consumption. The industry may have seen its turnover double with each new generation of consoles but the real winner is the gamer: new gaming experiences, new gameplay, immersion, sharing... David Neichel, Chairman of SELL The data will be updated three times a year. We look forward to June for the 2nd edition, to coincide with the 2014 IDEF. The SELL (Union of Video Game Publishers) whose members represent 95 of the sector's turnover, has been working for years with GfK and IPSOS, genuine indicators for the industry, to provide professionals with reliable data. This year, we would like to offer you a clear and precise view of our industry 3

3 Contents Contents Chapter years in the making market report... Launch of generation 8... Top sales in Forecast for Chapter 2 - Consumption and use... Gamer profiles... PEGI... PedaGoJeux.fr Chapter 3 - The French video game industry Ecosystem Business models French video game market: breakdown Chapter 1 The French video game market Chapter 4 - SELL Missions Members Essential Video Game News is produced by the Union of Video Game Publishers (SELL) with GfK and IPSOS. A reflection of the French video game industry in terms of the market and consumption, updates will be available three times a year. 4 5

4 15 years in the making A growing market Gaming console cycles (Hardware + physical software) of the population of the population Growth in number of players years old 90 M 10 F years old M 49 F Change in age Male / female distribution Sources: GfK / REC+ November 2013 The video game console market operates in cycles. Each generation of consoles has enabled industry turnover to double. Sources: GfK (Hardware + physical software) / Panel data at end

5 2013 market report Close-up: market segments A market enjoying regrowth Breakdown of turnover in million euros Gaming: 2 biggest leisure industry in France nd Turnover France 2.7 billion euros 1,4971, Hardware + Software + Accessories + Online + Mobile (estimation) P P H H Hardware H = Consoles for the Home P = Portable consoles -3 TURNOVER FOR HOME HARDWARE: +9 France is in the top 3 European markets with Great Britain and Germany TURNOVER for portable hardware: Software MOBILE ACCESSORIES (Console + PC, physical + virtual) +2 Turnover for global software market (Console + PC + mobile, physical + virtual) -19 Sources: SELL (using GfK and Gametrack / IPSOS data) Sources: GfK / Panel data at end

6 Launch of generation 8 Launch of generation 8 At the heart of technological entertainment development 5 weeks Generation 8 5 weeks Generation 7 Realism and immersion Multiscreen This new generation offers previously unseen gaming experiences, always edging closer to cinema quality, immersing gamers into the very heart of gameplay. An innovation in this new generation: the association of a second main screen, offering total control of the game or console. On a tablet, smartphone, controller or even a handheld console, the second screen provides new interactions and new ways to game. Hyper connectivity and social sharing (367,000 units) (137 million euros) +28 in volume +44 in value (198 million euros) (468,000 units) Today, gamers stay permanently connected to their friends and their games. They can share their gaming experiences and videos of their best performances on social networks. Everyone can also see their friends' gameplay and join them in an instant, using multiplayer. Cloud Gaming and virtual software With cloud gaming, the game is installed and hosted remotely on servers. Gamers can play however they want to: on consoles, tablets or smartphones, using Cloud Gaming technology. The best launch in history The 8th generation of the 3 home consoles (Wii U, Xbox One and PS4) witnessed a record launch of +28 in volume and +44 in value compared to the 7th generation (Xbox, PS3, Wii) over the 5 first weeks of sales. Sources: GfK / Panel data at end

7 2013 market report 2013 market report Top consoles sales in 2013 Consoles in France 7th and 8th generations at end ,586,000 consoles sold in ,361,000 home consoles 819, ,000 generation 7 15,113,000 home consoles generation 8 1,225,000 17,065,000 portable consoles 154,000 1,071,000 generation 7 50 generation 8 portable consoles Number of French households with consoles Sources: GfK / Data by volume Sources: GfK 12 13

8 2013 market report 2013 market report Breakdown of turnover for consoles Growing segments Games for portable consoles Turnover for Home Hardware: portable portable Software +9 Hardware Gaming toys (accessories) th generation Software Hardware 74 Volume Turnover (in thousands of units) 67 8th generation 7th generation in France in 2013 in France in 2013 Home 8th generation 209 A market worth million million 66 Home +2 A market worth (in millions of euros) 3, of accessories sold are gaming accessories Market share in volume Sources: GfK 14 Sources: GfK / Panel data at end

9 Top 4 accessory retailers in 2013 Top 5 titles in 2013 In million euros All platforms Ranking byvalue Ranking byvolume Big Ben 26 Sony 57 1 GTA V 1,951,000 1 GTA V 113,730,000 2 FIFA 14 1,027,000 2 FIFA 14 60,559,000 3 CALL OF DUTY: GHOSTS 897,000 3 CALL OF DUTY: GHOSTS 53,741,000 4 JUST DANCE ,000 4 ASSASSIN S CREED 4: BLACK FLAG 25,523,000 5 ASSASSIN S CREED 4: BLACK FLAG 413,000 5 BATTLEFIELD 4 20,977,000 M M Microsoft 48 Activision Blizzard 48 M M Scope: Console software + PC games Scope: Console software + PC games Sources: GfK / Panel data at end 2013 Sources: GfK / Panel data at end

10 Top 10 games in 2013 Top 10 games in 2013 Ranking byvolume Ranking byvalue 1 GTA V 1,359, Scope: Console software + PC games 7 JUST DANCE ,000,000 8 ANIMAL CROSSING NEW LEAF 12,500,000 9 CALL OF DUTY: GHOSTS 12,400,000 CALL OF DUTY: GHOSTS 30,600,000 POKéMON X 261,000 JUST DANCE ,000 LUIGI S MANSION 2 14,100,000 GTA V 34,200,000 POKéMON Y 278,000 CALL OF DUTY: GHOSTS 539,000 6 FIFA 14 36,300,000 ANIMAL CROSSING NEW LEAF 330,000 GTA V 586, LUIGI S MANSION 2 344,000 FIFA ,000 7 GTA V 78,700,000 THE LAST OF US 14,700,000 MARIO KART 7 243, Scope: Console software + PC games Sources: GfK / Panel data at end 2013 CALL OF DUTY: BLACK OPS 2 12,000,000 Sources: GfK / Panel data at end

11 Top 20 developers in : positive perspectives Scope: console software + PC games Never before has a new generation of consoles enjoyed such a meteoric launch Nintendo Electronic Arts Take-Two 2014 Activision Blizzard Ubisoft Sony will see the arrival of Europe's greatest number of households equipped with consoles Namco Bandai Games Square Enix Koch Media Warner Interact. Microsoft Disney Interact. Konami Just for Games Capcom Focus Home Interact. This new generation opens up opportunities for the entire video gaming ecosystem; if 2013 was the year of the consoles, 2014 will be the year of games. 505 Games Bethesda Softworks Big Ben With the launch of this new cycle the market will galvanise around the game offer from publishers, leading to a new cycle of growth for the entire industry. THQ Sources: GfK / physical sales in value / panel data at end

12 A look back at the generations of consoles 5th generation 6th generation Consoles Date of release in Europe Consoles Date of release in Europe 3DO not available Dreamcast 14/10/1999 Amiga CD32 Sept 93 Playstation 2 24/11/2000 Atari Jaguar Nov 93 Gamecube 03/05/2002 Saturn 08/07/1995 Xbox 14/03/2002 Playstation 29/09/1995 Gameboy Advance 22/06/2001 Nintendo 64 Gameboy Advance SP 28/03/ /03/1997 Gameboy Micro 04/11/2005 Gameboy Color 23/11/1998 N Gage 01/10/2003 7th generation 8th generation Consoles Date of release in Europe Consoles Date of release in Europe Playstation 3 23/03/2007 3DS 25/03/2011 Wii 08/12/2006 PS VITA 25/02/2012 Xbox /12/2005 Wii U 30/11/2012 Nintendo DS 11/03/2005 Xbox One 22/11/2013 PSP 01/09/2005 Playstation 4 29/11/2013 Chapter 2 Consumption and uses Sources: GfK 22 23

13 Consumption and uses Consumption and uses Profiles of French gamers Profiles of French gamers Who is playing? What are they playing? million gamers of year-olds, of 6-10 year-olds, or 25 million gamers 6 Breakdown by age group year-olds or 3.6 million gamers year-olds 55 of year-olds or 6 million gamers play of year-olds play or 13 on mobile phone apps 25 million gamers of year-olds year-olds M or 15 million gamers play year-olds 1 out of every 2 gamers is female year-olds year-olds 10 F 27 Online of year-olds year-olds or 12 million gamers play year-olds 9 on physical games year-olds year-olds Sources: Gametrack / IPSOS / French Gamer Profile Q Sources: Gametrack / IPSOS / French Gamer Profile Q

14 Consumption and use Consumption and use Profiles of French gamers PEGI: Pan European Game Information How long do they play for? A responsible industry 56 of time spent online The PEGI age rating system (Pan-European Game Information) gives parents throughout Europe the opportunity to make enlightened decisions before purchasing a video game. 13 of time spent on physical gaming "The video game market has developed considerably over the last few years; opportunities and ways of gaming have multiplied and video games now go everywhere with one out of every two French people, on a daily basis.. PEGI's role is to continue giving all these gamers, be they occasional or passionate, clear and precise markers for each game in terms of the recommended age and any sensitive content within the game. The PEGI system is currently used by over 600 companies and has already endorsed over 21,800 video games over the last ten years. PEGI works with all 31 countries that apply it to improve and develop this information system, a system that proves the gaming industry's desire for responsibility. " French people spend an average of 6 hours a week playing video games 31 Simon Little, Managing Director PEGI SA. Launched in spring 2003, it has replaced a certain number of national age ratings through a unique system that is now used in most European countries. The system enjoys the support of the leading console manufacturers, including Sony, Microsoft and Nintendo, and also interactive game publishers and developers throughout Europe. The age rating system was created by the ISFE the Interactive Software Federation of Europe. of time spent on mobile apps Sources: Gametrack / IPSOS / French Gamer Profile Q What do the labels mean? The PEGI labels appear on the front and back of the packaging, indicating one of the following age ratings: 3, 7, 12, 16 and 18. They provide a reliable indication of the suitability of the game's content with regard to the protection of minors. The age rating does not take into account the difficulty of the game or the skills required to play it.

15 Consumption and uses Consumption and uses PEGI: sales analysis PEGI: analysis of the 2013 offer Market share in volume Share of games rated PEGI 12 and below Of which Share of games rated PEGI 7 and below Sources: GfK / Panel data at end 2013 Sources: GfK / Panel data at end

16 Consumption and uses PedaGoJeux.fr The website for information and raising awareness about video games Olivier Gérard, Coordinator of the PédaGoJeux Collective This concerns in particular the PEGI labelling which should be known and used by all parents, to help choose the right games for the age and personality of their child. It should also play a part in family dialogue about video games in general. Since December 2008, the PédaGoJeux website has been guiding parents and educators through the complex world of video gaming. Our objective is to pass on key information to help understand all the aspects of video games and promote best practices to help parents better support their children in their use of video games. In 2014, our site will evolve and we will increase our presence on social networks, multiplying meetings in the field with families, as we already do during Paris Games Week. Chapter 3 The French video game industry

17 The French video game industry The French video game industry The video game ecosystem Business models The 3 business models of video gaming 1 Designers Studios VIDEO GAME Distributors Design + Studio + Publishing + Distribution 2 Design + Studio Publishing + Distribution Publishers PUBLIC Design + Studio + Aggregators

18 The French video game industry French industry (122) programme (13) service providers (112) service providers publishers (19) programme publishers Sector breakdown of design studios Companies Workforce 3, (2,893) studios (113) studios 5 4 (3) (4) (21) 43 Companies 73 (31) 7 (5) 3 (147) 38 (2,390) Sector breakdown of marketing companies 12 (1,955) 5,164 (9) (174) Component manufacturers Retailers and wholesalers SELL Workforce 3 Console manufacturers Games publishers Chapter (149) (349) Agencies Specialised stores Source: Guide Du Jeu Vidéo, 3e édition David Téné, Pierre Gaultier November

19 SELL SELL The missions of SELL SELL stands for the Syndicat des Editeurs de Logiciels de Loisirs, or the Union of Video Game Publishers. It was created in 1995 and has around thirty members. Professionals SELL expresses our industry's desire for responsibility: the PEGI rating system, an informative tool for parents with PédaGoJeux.fr SELL acts as the national representative of video game and leisure software publishers and has around thirty members, in turn representing nearly 95 of the sector's turnover, according to the GfK panel. Public authorities Research - Information Public relations IDEF Government Institutions European Union SELL also organises events for our industry: SELL promotes and defends the collective interests of interactive programme publishers in different domains where there products are used (on- and offline) and within the different professional economic or legal boundaries concerning them, contributing to the market's structuring (ratings, promotion of the profession, anti-piracy, press, etc.) and its recognition by all professionals, public authorities and consumers. The European trade fair: IDEF The general public exhibition: PARIS GAMES WEEK (245,000 visitors in 2013) 36 Gamers Public Paris Games Week Information - News Prevention PEGI - PEDAGOJEUX Fighting piracy 37

20 SELL The members of SELL 505 Games Activision Blizzard Bethesda Bigben Interactive Capcom Disney Interactive Electronic Arts Focus Home Interactive Game One Innelec Multimedia Just For Games Koch Media Konami Micro Application Microsoft Namco Bandai Games Nintendo Orange Sega Sony Square Enix Take Two Interactive Ubisoft Warner Bros Interactive Sources Market data: GfK / Panel data at end 2013 Consumer data: Gametrack / IPSOS / French Gamer Profile Q French video game industry data: Guide Du Jeu Vidéo, 3e édition David Téné et Pierre Gaultier November

21 Emmanuel Martin General Delegate Anne Sophie Montadier Communication and Press Relations Manager

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