Video gaming remains firmly established in French culture. In 2026, 38.7 million people played video games at least once during the year, representing 69% of French residents aged 10 to 80.
Although slightly down from 40.2 million in 2025, gaming remains a mainstream form of entertainment, bringing together people across generations, genders and lifestyles.
The average player is 40 years old, with perfect gender parity: 50% men and 50% women. Among Gen Z players aged 17 to 31, women represent 62%, confirming the growing diversity of gaming audiences.
Engagement remains strong. Three out of four players play at least once a week, spending an average of 5 hours and 23 minutes gaming weekly. Players also use an average of 2.1 platforms, with consoles and smartphones each reaching 57% of players, followed by computers at 36%.
Gaming continues to play an important social role. 63% of players enjoy multiplayer experiences, whether online or locally, while 75% play online. Among players who game online:
- 84% play with friends
- 77% play with their children
- 73% play with family members
Beyond entertainment, gaming helps create meaningful connections. Nearly one in three players have made friends through video games, a figure approaching one in two among Gen Alpha and Gen Z. Meanwhile, 36% of players identify as gamers, rising to 54% among Gen Alpha and 53% among Gen Z.
Gaming is also widely recognised as a creative and cultural medium. 82% of French people consider the video game industry innovative, while 78% recognise video games as creations made by artists. For players themselves, gaming offers entertainment (92%), an escape from everyday life (86%) and opportunities for shared experiences (72%).
For brands, gaming offers much more than audience reach. It creates opportunities to connect with a diverse, active and socially engaged audience through interactive experiences, shared challenges and communities. As gaming continues to shape French culture, understanding how people play, connect and participate is becoming increasingly valuable for brands looking to build meaningful relationships with their audiences.
Source: SELL and Médiamétrie, “Les Français et le jeu vidéo”, October 2026.