Media In Life 2018

Communiqué de presse
The new face of gamers
Daily consumption of "traditional" media has been stable in the last two years: TV, radio and the press are a prominent part of daily life for the French. “On average, nearly 9 out of 10 French people have contact with at least two media every day, with TV and radio being the most popular. However, in an increasingly connected world, the appeal of digital hobbies is growing in tandem with more traditional media usage,” commented Xavier Lemuet, Director of Médiamétrie’s Digital and Media division.
 
In 2018, more than three-quarters of French people (77%) practiced at least one digital hobby daily – 5 points higher than two years previously. This rise was mainly being driven by the use of mobile phones, as well as by music and video games, with the latter category soaring ahead this year by 4.5 points.
 
To analyse this trend, one particular focus of the Media In Life 2018 study was on gamers*: Who are they? Which devices do they play on? What is the structure of their media consumption throughout the day?
 

Millennial gamers, and others too...

In 10 years, the number of daily players of video games** has sharply increased: +13.5 points compared to 2008. Also in 2018, over a quarter of the French population aged 13 and older (25.2%) had at least one daily contact with a video game. Although most fans are men and young people aged 13 to 24, gaming is evolving and is becoming more widespread across the population as a whole. Today, 23% of women play video games on a daily basis, compared to 18% in 2016.

Furthermore, 61% of those aged 35 and over enjoy this hobby every day – a 15-point rise in two years.

“Video games are no longer restricted to a certain age group or genre. These games are now accessible to everyone thanks to the expansion of mobile phones. The 13 to 24 year age group really stands out because they consume video games more and do so with greater intensity,” declared Xavier Lemuet.

Mobile, the gamer's new favourite screen

Whilst gaming on TVs and portable consoles has been in decline over the past ten years, gaming on a mobile phone is now well-established, with gamers showing a preference for that device. Each day, 39% of gamers choose to play on their mobile –  an increase of 34 points compared to 2008. In addition, thanks to the portable nature of this device, gamers can play on their mobile phones throughout the day, and no particular peak playing time exists.

In spite of this rise in popularity for mobile, the computer remains an important device for 34% of gamers, and its average number of contacts per day is still higher (3.9 vs. 2.1), which is evidence of more intense gaming consumption on that device, especially in the afternoon and until late evening.

Gamers - fans of traditional media

Although video games are their main passion, gamers are also fans of traditional media: playing games on a daily basis does not alter their normal media usage. On the contrary, one distinct feature of their day is high consumption of these media in the morning, afternoon and evening, alternating with their digital hobbies throughout the day, and with a marked increase in video game consumption across all screens that occurs mainly in the evening.

 

*Any person having had at least one contact with video games on a computer, TV, portable games console, mobile phone, or tablet on an average day.

** All games, all devices

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Confidence interval calculus

Taille de l'échantillon ou d'une cible dans l'échantillon

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Proportion observée dans l'échantillon ou sur une cible dans l'échantillon

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Attention : ne s'applique qu'à une proportion. Le Taux Moyen est une moyenne de proportions et la Part d'audience un rapport de proportions.
Cet outil est donné à titre indicatif. Il ne saurait pouvoir s'appliquer sans autres précautions à des fins professionnelles.

Test of significance of the differences between two proportions

Permet d'évaluer si la différence entre 2 proportions est significative au seuil de 95%

Proportion

Taille de l'échantillon

Échantillon 1

%

Échantillon 2

%

Attention : ne s'applique qu'à une proportion. Le Taux Moyen est une moyenne de proportions et la Part d'audience un rapport de proportions.
Cet outil est donné à titre indicatif. Il ne saurait pouvoir s'appliquer sans autres précautions à des fins professionnelles.

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