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Adventure Games - France

France
  • The Adventure Games market in France is expected to see a significant increase in total revenue.
  • In 2022, the projected revenue is estimated to reach US$75.00m.
  • This is a substantial amount, indicating the popularity and growth of the Adventure Games market in the country.
  • Moreover, the market is predicted to experience a steady annual growth rate of 8.29% from 2022 to 2027, resulting in a projected market volume of US$125.50m by 2027.
  • This demonstrates the continued expansion and potential opportunities within the Adventure Games market in France.
  • When considering the various revenue streams within this market segment, it is projected that in-app purchases (IAP) will contribute significantly.
  • In 2022, the projected revenue from in-app purchases in Adventure Games market is expected to reach US$59.57m.
  • This indicates the strong engagement and willingness of consumers to invest in additional features or content within these games.
  • Additionally, paid app revenue is also projected to make a noteworthy contribution to the Adventure Games market in France.
  • In 2022, the projected revenue from paid apps is estimated to reach US$4.22m.
  • This suggests that there is a market for consumers who are willing to pay upfront for access to premium or exclusive content within these games.
  • Furthermore, advertising revenue is projected to play a significant role in the Adventure Games market in France.
  • In 2022, the projected revenue from advertising is expected to reach US$11.21m.
  • This signifies the potential for advertisers to reach a large audience within this market segment, indicating its attractiveness for promotional activities.
  • In terms of user engagement, the number of downloads in the Adventure Games market in France is projected to reach 95.66m downloads in 2022.
  • This highlights the high demand and popularity of these games among consumers in the country.
  • Lastly, the average revenue per download is currently expected to amount to US$0.78.
  • This metric indicates the value generated per individual download in terms of monetization and revenue generation for developers and publishers.
  • Comparing the Adventure Games market in France to a global perspective, it is worth noting that the highest revenue is generated China.
  • In 2022, [globalrevenue_currentlayer_yeartoday_maxcountrynameprep] is projected to generate an impressive US$4.59bn in revenue within the Adventure Games market.
  • This showcases the immense size and potential of the Chinese market for adventure games.
  • Overall, the Adventure Games market in France is poised for growth and presents significant revenue opportunities for stakeholders in the industry.
  • With its projected revenue, user engagement, and various revenue streams, this market segment is expected to thrive in the coming years.

Definition:

Adventure game apps allow players to experience story-driven adventures through their characters. Although the category originally referred to point-and-click games with linear storylines, present-day adventure games are more open-ended. Among the top adventure game apps is Roblox, a platform that allows users to create games and experiences for other users. It therefore presents an unlimited number of adventure possibilities, from breaking out of prison to working at a pizza place. Genshin Impact is also a popular anime fantasy adventure and role-playing app that encourages users to explore its expansive world and master numerous quests.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Users

    Most recent update: Mar 2024

    Source: adjoe

    Analyst Opinion

    Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

    Modeling approach:

    Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

    Additional notes:

    The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

    Digital

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    App: market data & analysis - BackgroundApp: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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