
According to a study, two-thirds of gamers in France prefer to buy their games in physical format rather than digitally, which contrasts with the narrative pushed by major publishers and reflects a strong attachment to physical media.
sources:
https://afjv.link/file_server/afjv_download/2025/250326_essentiel_jeu_video_sell.pdf
https://www.blogdumoderateur.com/jeu-video-france-profils-joueurs-usages-2024
https://new-game-plus.fr/rapport-sell-2022/
This figure come from SELL (Syndicat des Éditeurs de Logiciels de Loisirs), a French trade association representing the video game industry, it represents major video game publishers, operating in France and publishes an annual market reports which are widely regarded as the main reference for video game industry statistics in France, which is the 3rd european market behind the United Kingdom and Germany.
This chart, taken from their 2025 study, shows that 67% of gamers prefer to buy physical copies of their games; this figure rises to 80% among players who play “local” games—that is, all players of non-online multiplayer games (single-player, couch co-op games, etc.)—and to 72% among parents and millenials.
Other key figures from their studies conducted between 2022 and 2024:
- In 2024, physical games accounted for 40% of console video game sales revenue in France, compared to 60% for digital games
- Their 2022 study showed that 38% of video games were purchased in physical format, and that this figure was increasing year over year, while sales of digital video games had fallen by 13%
- Single-player video games are overwhelmingly purchased in physical format. For example, God of War Ragnarok, released in November 2022, sold 75% in physical format in France. This is true even for primarily multiplayer games such as FIFA 23 (61% of copies sold in physical format) or COD: Modern Warfare II (51%), or for games available on PC like Elden Ring (51%)
SELL also addresses the argument put forward by publishers that 80%—or even more—of video game sales are digital:
>In 2022, the digital segment accounted for 82% of the total market. However, upon closer inspection, this 82% includes not only the console ecosystem but also the PC and mobile ecosystems, where physical video games are nonexistent or virtually nonexistent. In that case, why include them in this chart, whose relevance we find questionable? In our view, this sends the wrong signal and exacerbates a trend by providing the “disc gravediggers” with deceptive ammunition.