France Esports Market Size, Share, and COVID-19 Impact Analysis, By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Streaming (On-demand and Live Streaming), and France Esports Market Insights, Industry Trend, Forecasts to 2035

Industry: Electronics, ICT & Media

RELEASE DATE Jun 2025
REPORT ID SI11471
PAGES 180
REPORT FORMAT PathSoft

France Esports Market Insights Forecasts to 2035 

  • The France Esports Market Size Was Estimated at USD 47.5 Million in 2024
  • The Market Size is Expected to Grow at a CAGR of around 16.64% from 2025 to 2035
  • The France Esports Market Size is Expected to Reach USD 258.3 Million by 2035

France Esports Market

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According to a research report published by Spherical Insights & Consulting, the France Esports Market is anticipated to reach USD 258.3 Million by 2035, growing at a CAGR of 16.64% from 2025 to 2035. The market is growing mainly because of the infrastructure for league tournaments, the growing audience reach, engagement activities, and the growing live streaming of games.

 

Market Overview 

The French Esports market consists of competitive gaming in France, which includes professional & semi-professional gaming competitions with either prize money or championship titles on the line. Esports is related to gaming competitions confined to an organized environment with leagues, tournaments, or events, where players play one or more games. Esports always has a spectator engagement element associated with it when competitions are broadcast, regardless of the audience size. The market includes revenues generated from sponsorships, advertising, merchandise & ticketing, past game digital content, and media rights. There are several influences driving the market growth of esports, including all live streaming of games, audience reach, audience engagement activities, and infrastructure for league tournaments. The growing mobile gaming industry and connectivity via high-speed internet have been particularly significant drivers of esports participation and viewership. Strategic partnerships between game developers and esports organizations are increasing esports participation and viewership, as is the growing use of cloud gaming platforms, all of which bode well for future growth in the esports industry.

 

Report Coverage

This research report categorizes the market for the France esports market based on various segments and regions and forecasts revenue growth and analyses trends in each submarket. The report analyses the key growth drivers, opportunities, and challenges influencing the France esports market. Recent market developments and competitive strategies such as expansion, product launch, development, partnership, merger, and acquisition have been included to draw the competitive landscape in the market. The report strategically identifies and profiles the key market players and analyses their core competencies in each sub-segment of the France esports market. 

 

France Esports Market Report Coverage

Report CoverageDetails
Base Year:2024
Market Size in 2024:USD 47.5 Million
Forecast Period:2025-2035
Forecast Period CAGR 2025-2035 :16.64%
2035 Value Projection:USD 258.3 Million
Historical Data for:2020-2023
No. of Pages:180
Tables, Charts & Figures:95
Segments covered:By Revenue Source, By Streaming and COVID-19 Impact Analysis
Companies covered::Activision Blizzard, Inc, Valve Corporation, Intel Corporation, Gameloft SE, Nintendo of America Inc., Tencent Holding Limited, HTC Corporation and others key vendors.
Pitfalls & Challenges:COVID-19 Empact, Challenges, Future, Growth, & Analysis

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Driving Factors

Several important market drivers underscore the growth of esports in France. The youth of France's competitive gaming culture is obviously a large factor, along with the French state's identification of e-sports as part of the digital economy. As such, many efforts have been instituted to initiate the development of e-sports, including training programs and funding for events. In addition, as professional teams and leagues, e-sports develop and become more competitive in France, more companies are competing in leagues and securing organizational sponsorships for regional e-sports, supporting French e-sports' directed growth initiatives.

 

Restraining Factors

The France esports market growth has been subdued due to regulations around esports betting and publisher fees. Despite plenty of money in peripheral fields like PC manufacturers, IT companies, or media production services, copious esports-specific organizations, such as tournament organizers and professional teams, continue to struggle.

 

Market Segmentation

The France esports market share is classified into revenue source and streaming.

 

  • The sponsorship segment held the highest share in 2024 and is expected to grow at a significant CAGR during the forecast period.

The France esports market is segmented by revenue source into sponsorship, advertising, merchandise & tickets, and media rights. Among these, the sponsorship segment held the highest share in 2024 and is expected to grow at a significant CAGR during the forecast period. This is driven by growing viewership, strategic alliances, and higher brand investments.  The brand can target potential customers with booths, interactive advertising, posters, freebies, video displays, and other innovative techniques.  Brands are looking for authenticity and uniqueness through sponsorships in the gaming and esports sectors as a result of the growing competition in the sponsorship market.

 

  • The live streaming segment held the largest share in 2024 and is expected to grow at a significant CAGR during the forecast period.

The France esports market is segmented by streaming into on-demand and live streaming. Among these, the live streaming segment held the largest share in 2024 and is expected to grow at a significant CAGR during the forecast period. This is driven by significant investments in streaming infrastructure, improved viewer interaction, and growing demand for live esports content.  The segment's position as a major driver of market growth is further reinforced by the broad use of platforms like Twitch and YouTube, as well as by growing audience engagement and accessibility from around the Nation.

 

Competitive Analysis:

The report offers the appropriate analysis of the key organizations/companies involved within the France esports market, along with a comparative evaluation primarily based on their product offering, business overviews, geographic presence, enterprise strategies, segment market share, and SWOT analysis. The report also provides an elaborative analysis focusing on the current news and developments of the companies, which includes product development, innovations, joint ventures, partnerships, mergers & acquisitions, strategic alliances, and others. This allows for the evaluation of the overall competition within the market. 

 

List of Key Companies

  • Activision Blizzard, Inc 
  • Valve Corporation
  • Intel Corporation
  • Gameloft SE
  • Nintendo of America Inc.
  • Tencent Holding Limited
  • HTC Corporation
  • Others

 

Key Target Audience

  • Market Players
  • Investors
  • End-users
  • Government Authorities 
  • Consulting and Research Firm
  • Venture capitalists
  • Value-Added Resellers (VARs)

 

Market Segment

This study forecasts revenue at the global, regional, and country levels from 2020 to 2035. Spherical Insights has segmented the France Esports Market based on the below-mentioned segments:

 

France Esports Market, By Revenue Source                                   

  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Media Rights

 

France Esports Market, By Streaming                                               

  • On-demand
  • Live Streaming

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