The Serious Game Market | France - France
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Study Overview
There are several definitions of "serious game". According to Julian Alvarez, a university professor specializing in this field, a serious game is " software that combines a serious pedagogical, informative, communicative, marketing, ideological or training intention with playful elements derived from video games ". According to the French Ministry of Education, a serious game is "a training, communication and simulation tool that is a useful variation of the video game for professionals".
Serious games have 3 main purposes:
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Training or assessment
Marketing or promotion
Information or awareness-raising
The serious games market in France, although still poorly documented on a consolidated basis, can be estimated at €209 million in 2022, based on the worldwide average of 3.79% for the video game sector¹. This assumption of stability reflects a cyclical segment in line with consumer video games: after strong growth in 2020-2021, a slight erosion in 2022 and a new peak at 228 M€ in 2023, the market settles at 215 M€ in 2024. The rise of serious games is taking place against a backdrop in which professional training and skills development are top priorities fors for 77% of human resources managers, who are looking above all toimprove existing skills(77%),acquire new talent(63%) and promote internal mobility(47%). Despite the predominance of traditional formats (face-to-face: 90%, virtual classroom: 78%, scripted e-learning: 76%), playful and immersive approaches are gaining ground: 28% of companies have already integrated serious games into their systems, while 34% are experimenting with social learning and 14% with virtual reality. In economic terms, the distribution of studios reflects the vitality of theindie sector(41% of titles), the strength of the casual and AA/hybrid segments(35%), and the AAA niche(2.3%). The financing of serious game projects depends largely onself-financing(23.97%) and public subsidies (CIJV: 14.88%, regional subsidies: 14.88%), supplemented by publishers, FAJV advances and bank credit. Diversification of sources, notably via participatory financing(2.48%) or European aid(1.65%), appears to be a growth lever to support innovation and accompany the rise of this high-potential market.
Key takeaways
- Growth and sector challenges
- Demand analysis
- Market structure and organization
- Supply and pricing analysis
- Player segmentation
- Latest trends and innovations
Our methodology
Our method combines human expertise and a large corpus of sources, including exclusive and private data, for optimal understanding of the sector
Broad source base
- • National, international, and private databases
- • Professional press and polling institutes
- • Industry reports, company financial statements...
Exclusive data
- • Indexpresse sectoral database
- • Preferred Brands database
- • Expert interviews and proprietary indicators
Human expertise
- • Experienced research analysts
- • Know-how developed through 1500+ studies
- • In-depth and rigorous analysis
Visual and actionable reports
- • Graphic studies with synthetic structure
- • Downloadable data
- • Link to original sources
Sommaire
1. Market overview
- 1.1 Market overview and definition
- 1.2 A growing global market
- 1.3 The domestic market
2. Demand analysis
- 2.1 In-company training, the first outlet for serious games
- 2.2 The use of new technologies in training
- 2.3 Demand extends to increasingly diverse sectors and uses
3. Market structure
- 3.1 The serious game market, a segment of the video game industry
- 3.2 The serious game value chain
- 3.3 Major players in serious games in France
4. Offer analysis
- 4.1 Offer typology and pricing
- 4.2 Financing sources
5. Regulations
- 5.1 Personal data regulations
- 5.2 The Video Games Tax Credit (CIJV)

The Serious Game Market | France - France
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