French Gamers: Hyper-Connected Adults at the Heart of Social Networks
Long confined to the stereotype of a pastime for lonely teenagers, video games have established themselves in France as a mass cultural phenomenon—universal, adult, and deeply rooted in social norms.
With 38.7 million players—nearly 7 out of 10 French people—video gaming is no longer a niche pastime but a genuine shared activity at the heart of Households. The latest study study Any research done across a population, line of business, or products (programme content, programme schedules, etc.) A study relies most often on the data coming out of a survey (or surveys). Find out more conducted by Médiamétrie in collaboration with the Syndicat des Éditeurs de Logiciels de Loisirs (SELL), published during Paris Games Week 2026, confirms the emergence of a mature, hyperconnected audience audience The set of listeners, viewers, or TV viewers in which each individual is equally weighted, regardless of their listening/viewing duration or frequency of contact. Find out more that is highly socially engaged and embraces global cultural consumption.
A demographic profile that challenges common assumptions
The myth of the predominantly teenage, male gamer does not hold up to scrutiny. In 2026, the
average
average
The average is one of the most important statistical indicators for a set of numbers. By default, it is the arithmetic mean, calculated by adding the values in the set and then dividing that sum by the number of values.
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age of a gamer in France is 40, and 89% of all gamers are adults.
“Video games have seen an acceleration in their democratization with the smartphone,” notes Marine Boulanger, Director of Film and Entertainment at Médiamétrie. There’s no longer a need for specialized equipment to play. ”
Le loisir a grandi avec sa communauté historique tout en continuant de séduire toutes les tranches d'âge, y compris les plus mûres. Parallèlement, la répartition par genre atteint une parité stricte avec autant de joueuses que de joueurs. La féminisation s'accentue de manière spectaculaire auprès des jeunes générations : chez les Gen Z, les 17-31 ans les femmes sont désormais majoritaires, représentant 62% des pratiquants.
« Alors qu'à l’aube des années 2000, les joueuses ne représentaient que 10% de l’ensemble des joueurs, la tendance 26 ans plus tard n’a rien de comparable, constate la présidente du SELL*, Bénédicte Germain. Les joueuses ont toujours été là, mais elles ont fini par imposer leur place, et le jeu vidéo y a gagné en diversité. »
Par ailleurs, loin d'isoler les individus, cette pratique s'invite massivement au sein de la sphère familiale où près des trois quarts des enfants jouent régulièrement avec leurs parents, transformant le jeu vidéo en une activité intergénérationnelle.
The hobby has grown alongside its long-standing community while continuing to appeal to all age groups, including older adults. At the same time, the Distribution by gender has reached strict parity, with as many female players as male players. The trend toward more female players is increasing dramatically among younger generations: among Gen Z players aged 17–31, women now make up the majority, representing 62% of players.
“ Whereas at the dawn of the 2000s, female gamers accounted for only 10% of all gamers, the trend 26 years later is nothing like that, notes the president of SELL*, Bénédicte Germain. Female gamers have always been there, but they’ve finally carved out their place, and the video game industry has gained in diversity as a result. ”
Furthermore, far from isolating individuals, this activity has become a major part of
family
family
A family is composed of a couple (married or unmarried) and, as the case may be, their children; or a person with no spouse and his/her children (single parent family). This idea should not be confused with a household: a household may comprise no family, or one or more families.
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life, with nearly three-quarters of children regularly playing with their parents, transforming video games into an intergenerational activity.
A vibrant, multi-channel social experience
The social aspect is fundamental, with 63% of gamers enjoying their hobby with others, whether online or in the same room. This proportion rises to 89% among Gen Alpha children, aged 10 to 17. Online gaming now involves three out of four players. The virtual space does not replace real-life relationships; it strengthens them, since 84% of online gamers play with people they see in their daily lives, while more than seven in ten share their gaming sessions with friends they’ve met online. Furthermore, 58% of online gamers report having formed genuine friendships directly through gaming. This social interaction is reflected in the real world: 55% of members of a specific gaming community have already met other members in person, particularly at public events or private gatherings.
Furthermore, 36% of all gamers and more than half of young people—whether they’re Gen Alpha or Gen Z—identify as gamers. This deep-rooted engagement is accompanied by an active presence on dedicated communication channels: 34% of 17- to 31-year-olds have joined their favorite streamer’s online
Server
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A system composed of computer hardware and software, that makes databases or programmes available to its users.
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, while a large number participate in chat rooms or visit specialized forums. This enthusiasm is also reflected in a strong demand for video content, with 64% of regular gamers watching live event streams online.
Excessive Cultural Consumption and Sports Engagement
Contrary to the cliché of a sedentary gamer disconnected from physical and cultural activities, the
data
data
Digital data
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shows a level of engagement higher than the national average. In terms of sports, 87% of gamers engage in physical activity, compared to 83% of the general French population. They also show a strong interest in sporting events, with 46% of them having attended a professional, amateur, or
E-sport
E-sport
Electronic sport involves playing a multiplayer video game, particularly on a network; all competitions devoted to this practice.
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event in the last six months, compared to 40% nationwide. In terms of culture and media, video games do not replace traditional leisure activities but rather complement them. Regular gamers are more curious and consume more media than the average of the >>Population. They read more books, go to the movies more often, and listen to more music. They also show a very strong appetite for subscription-based video-on-demand platforms, music
Streaming
Streaming
A technical method of digitally transmitting data to enable the playback of a continuous flow of video and audio material. Unlike terrestrial or satellite TV broadcasting, this technology requires a two-way network (internet) to send periodic requests to the streaming server in order to receive video or audio micro-files.
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services, and Podcasts, painting a picture of an omnivorous consumer who is highly receptive to media innovations.
“Video games spark curiosity: you discover Universes, stories, and eras,” emphasizes Bénédicte Germain. Players extend their thirst for discovery beyond the screen: they go to see an exhibition or a show more often than the average. As for physical activity, the union leader continues, these figures debunk a persistent myth: video games don’t keep people cooped up; they can even foster a taste for competition and pushing one’s limits.”
La
hybridisation
hybridisation
In statistics, this is an approach that involves mixing two data sources which differ both in nature and in level in order to create a third, richer or more detailed one.
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des équipements et le rise de multi-écran
En termes de matériel, les jours où le jeu se faisait sur un seul média sont bien et véritablement terminés. Current usage is characterized by fluid and constant hybridisation, with each gamer using an average of 2.2 different mediums to play. Smartphones and gaming consoles (whether TV-based or portable) share the top spot among the most popular mediums, each used by 57% of gamers. The smartphone appeals for its portability and quick gaming sessions, while the TV console remains the central piece of equipment in the living room. As for the computer, it is used by 36% of gamers, attracting an
audience
audience
The set of listeners, viewers, or TV viewers in which each individual is equally weighted, regardless of their listening/viewing duration or frequency of contact.
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seeking more complex experiences such as strategy or simulation games.
This diversity of devices leads to a wide range of screen combinations in everyday use. 28% of gamers use both a console and a smartphone; one in five combines a computer and a smartphone; 18% combine a console and a computer, and more than one in ten simultaneously uses all three Universes of devices. This multi-screen behavior naturally aligns with the consumption of other video content and Streaming platforms, creating an ecosystem where gamers switch between their phone and console while keeping an eye on social media and television.
Economic Models: The Resilience of Physical Media and the “Winning Duo” of Subscriptions
An analysis of purchasing behavior dispels another major misconception regarding the market’s global shift to
digital
digital
A signal is said to be digital if it can be represented by a series of discrete values that can be coded in binary as either 0 or 1. It is the opposite of analogue signal. Digital broadcasting has become the primary mode for television broadcasting, whether by cable, satellite, or even terrestrial.
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. Physical formats continue to play a dominant role, accounting for 65% of video game purchases.
“This is a real issue because some brands have announced that they will phase out physical media by the end of 2028, even though it remains the preferred choice for some gamers,” notes Médiamétrie’s Director of Film and Entertainment.
Buyers prefer physical media primarily for the pleasure of owning the item and building a collection, but also for the ability to give the game as a gift, lend it to friends, or resell it later. Technical factors, such as storage capacity limitations on consoles, further reinforce this preference for physical discs.
At the same time, the subscription model is growing rapidly, with 42% of gamers reporting that they use a gaming platform. Far from replacing traditional purchases, subscriptions complement them in a dynamic described as a “winning combination”: 34% of subscribers continue to buy full games or downloadable content throughout the year.
“Subscriptions are part of new consumer habits, and video games are no exception,” notes Bénédicte Germain. But unlike other industries, they do not replace purchasing: major releases, which are not included in the catalogs, continue to drive purchases of full games. For the president of SELL, the two models complement each other rather than compete. ”
Subscriptions thus serve as a catalog for discovery, while direct purchases solidify a player’s passion for a specific title.
“Video games are truly characterized by their hybrid nature,” concludes Marine Boulanger, whether in terms of hardware, usage, or player profiles. This distinctive feature can even be seen in the blurring line between video games and feature films, as the two draw so much inspiration from one another.”
* Syndicat des Editeurs de Logiciels de Loisirs (Union of Entertainment Software Publishers)