Annual Survey of the French Video Game Industry – 2014 Edition First Edition A SNJV - IDATE collaboration October 2014 Barometer of the French Video Game Industry - 2014 www.idate.org © IDATE 2014 2 Barometer of the French Video Game Industry - 2014 Table des matières 1. Preamble .......................................................................................................................... 6 2. Methodological note ....................................................................................................... 7 3. The economic structure and production of video games in France ............................ 8 3.1. A network of young companies, driven by creation ..................................................................................... 8 3.1.1. 3.1.2. 3.1.3. 3.1.4. Economic structure concentrated around five geographic areas ........................................................................ 8 Sector dominated by content creation... ............................................................................................................. 9 ... but with very high levels of service provision .................................................................................................. 9 A network of small businesses ......................................................................................................................... 12 3.2. France, home to video entertainment production ....................................................................................... 13 3.2.1. An 'independent' character predominates among developers .......................................................................... 13 3.2.2. Dematerialised production dominated by mobile devices ................................................................................. 15 3.2.3. Creative energy ................................................................................................................................................ 22 3.3. Production models strongly impacted by dematerialisation ..................................................................... 24 3.3.1. 3.3.2. 3.3.3. 3.3.4. Fully dematerialised production within a context of disintermediation in the value chain ................................. 24 Business models: high free-to-play model adoption ......................................................................................... 26 Studios' annual production budgets are declining ............................................................................................ 28 Mainly self-financed production ........................................................................................................................ 29 4. Employment in the French video game industry ........................................................ 32 4.1. Great disparity in company size and number of jobs ................................................................................. 32 4.1.1. 4.1.2. 4.1.3. 4.1.4. The number of full-time equivalent jobs in the sector rose between 2013 and 2014 ........................................ 32 Number of full-time equivalent jobs among publishers, distributors.................................................................. 34 Number of full-time equivalent jobs among development studios..................................................................... 35 The sector will create jobs in 2015 ................................................................................................................... 37 4.2. Long-term and skilled jobs ............................................................................................................................ 37 4.2.1. A talent industry dominated by long-term and highly skilled jobs ..................................................................... 37 4.2.2. More than two-thirds of jobs are permanent ..................................................................................................... 39 4.3. Encouraging future prospects ...................................................................................................................... 39 5. The economic and financial situation of French video game companies ................. 42 5.1. Companies growing despite economic fragility .......................................................................................... 42 5.1.1. The turnovers of companies surveyed show modest growth in 2014 ............................................................... 42 5.1.2. Turnovers of studios surveyed show modest growth in 2014 ........................................................................... 43 5.1.3. An export-oriented industry .............................................................................................................................. 44 5.2. The critical question of financing business development .......................................................................... 45 5.2.1. Access to financing business development difficult .......................................................................................... 45 5.2.2. But clear need for external funding................................................................................................................... 45 5.2.3. Raising capital as a financing option, low uptake, but highly anticipated.......................................................... 46 6. Outlook: French video game companies sitting between loss of competitiveness and optimism ................................................................................................................. 49 6.1. Entrepreneurs moderately optimistic within a context of short-term financial visibility ......................... 49 6.1.1. Cautious optimism ............................................................................................................................................ 49 6.1.2. Short-term visibility ........................................................................................................................................... 50 6.2. France not attractive enough in a competitive and globalised market ..................................................... 51 www.idate.org © IDATE 2014 3 Barometer of the French Video Game Industry - 2014 6.2.1. The attractiveness of France ............................................................................................................................ 51 7. Conclusion..................................................................................................................... 53 8. About the SNJV ............................................................................................................. 55 9. About IDATE .................................................................................................................. 56 www.idate.org © IDATE 2014 4 Barometer of the French Video Game Industry - 2014 www.idate.org © IDATE 2014 5 Barometer of the French Video Game Industry - 2014 1. Preamble In France and worldwide, the video game consumption market has been constantly growing for over a decade (+280% in 10 years). In France, the number of players has tripled in 10 years and revenues from dematerialised sales and mobile games have boomed. Many statistics and studies reflect this extraordinary growth, but to understand this development and its impact on business, the lack of statistics and useful data prevent any meaningful analysis. To fill this gap and allow observers, professionals and public authorities to better understand the video game industry, the Syndicat National du Jeu Vidéo and IDATE have collaborated on this annual report. The Annual Barometer of the French Video Game Industry is designed to present key figures and trends in the sector. This first edition will be expanded upon each year and can be used to draw comparisons. The barometer focuses on four themes: the network of companies and their production; employment; companies' economic and financial situations; the morale of directors and their opinion on the economy and attractiveness of France. www.idate.org © IDATE 2014 6 Barometer of the French Video Game Industry - 2014 2. Methodological note The survey was conducted between 5 May and 1 July 2014 via a self-administered online questionnaire (CAWI - Computer Assisted Web Interviewing). The questionnaire was sent to directors of SNJV-member companies as well as a selection of companies from the video game sector not represented by the SNJV. The survey was publicised by its sponsors, primarily relayed on the Web. Respondents were selected using a non-probability method based on a priori sampling. Given the small size of the study population, the law of large numbers does not apply. However, the sample is representative of the sector, reflecting its activity (nature and volume), its economic and financial health and its perception of the future. Data was processed using Sphinx survey software. There were 110 respondents, all French video game companies, developers, publishers, distributors, accessory manufacturers, service providers, etc. This sample is a satisfactory sample rate at nearly onethird of the SNJV's estimated population of approximately 250 companies in France. www.idate.org © IDATE 2014 7 Barometer of the French Video Game Industry - 2014 Survey processing 3. The economic structure and production of video games in France 3.1. A network of young companies, driven by creation 3.1.1. Economic structure concentrated around five geographic areas The distribution of creative companies throughout the national territory is one of France's chief assets in terms of content creation. Five major geographical areas of expertise can be found, led by the Ile-de-France region. www.idate.org © IDATE 2014 8 Barometer of the French Video Game Industry - 2014 3.1.2. Sector dominated by content creation... Over three-quarters of the companies responding to the survey claimed to be producing video games. The company profiles reflect the French tradition of content creation. This tradition comes from the large talent pool created by broad-based education, and art and IT schools over the last 30 years. France has also been a major publishing country for many years (e.g. Vivendi Universal Publishing, Infogrames, Titus Interactive). France is currently home to Ubisoft, the third largest publisher worldwide, BigBen Interactive, the second largest accessory player in Europe, and other leading publishers, such as Gameloft, Focus Home Interactive, Ankama and Bulkypix. In a globalised context, this dynamic, which mainly stems from the 1980s and early 2000s, has positioned France as one of the few major publishing countries after Japan, the United States, China and South Korea. Table 1: Main business activity of companies surveyed What is your company's core business activity? Business activity Development Publishing Services Distribution Training Manufacturer of accessories TOTAL % 79.1% 10.0% 4.6% 3.6% 1.8% 0.9% 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 2: Main business activity of companies surveyed 3.6% 1.8% 0.9% Développement 4,6% Edition 10.0% Services Distribution 79.1% Formation Fabricant d'accessoires Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 3.1.3. ... but with very high levels of service provision 64.7% of the companies surveyed provide services. On average, this type of activity accounts for 61.3% of the total turnover of these companies. Service provision is more common among companies between 5 and 10 years old. In fact, three-quarters of them do it, which represents approximately 70% of their turnover. Service provision is still an important activity for other companies, although it contributes less to turnover in companies over 10 years old, accounting for less than 50% of their total annual turnover. For companies younger than 5 years old, providing services is less significant (a little over half of companies in this age bracket provide services and it accounts for 60% of turnover). The lower level of service provision found among younger companies can be explained by two main reasons: www.idate.org © IDATE 2014 9 Barometer of the French Video Game Industry - 2014 Companies are created from an initial game project and they tend to focus solely on this project for the first few months, even if they cannot generate revenue. Younger companies have not usually made the necessary contacts for providing services in their early existence. It appears that some services are also provided outside the video games sector. The importance of providing services within development studios can also be explained by how the sector is structured around large companies that outsource work to smaller companies. The latter provide services for the content being produced by these larger studios. Table 3: Service provision among development studios Do you provide services In addition to your core business activity? 64.7% Yes 35.3% No 100.0% TOTAL Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 4: Service provision among development studios 35.3% Oui 64.7% Non Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 5: Service provision based on company age Service provision based on company age Age / service provision No Yes Overall total Under 5 43.6% 56.4% 100.0% Between 5 and 10 25.0% 75.0% 100.0% Over 10 33.3% 66.7% 100.0% Overall total 35.3% 64.7% 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 10 Barometer of the French Video Game Industry - 2014 Table 6: Average share of service provision in turnover, by revenue bracket, 2014 Share of service provision in turnover based on turnover, 2014 Average share of service provision in turnover Less than €150,000 Between €150,000 and €500,000 Over €150,000 Overall average 75.7% 64.3% 46.1% 61.3% Survey carried out between 5 May and 1 July 2014 Number of respondents: 52 companies (development studios that provide services, see table 3) Response rate: 94.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 7: Share of service provision in turnover, based on company age, 2014 Share of service provision in turnover, based on development studio age, 2014 Average share of service provision in turnover Under 5 Between 5 and 10 Over 10 Overall average 59.0% 69.9% 48.4% 61.3% Survey carried out between 5 May and 1 July 2014 Number of respondents: 52 companies (development studios that provide services, see table 3) Response rate: 94.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 8: Type of service provided by studios Do you provide mainly comprehensive or specialised services? Type of service % Comprehensive 49.1% Specialised 50.9% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 55 companies (development studios that provide services, see table 3) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 9: Type of service provided by studios 49.1% 50.9% Globales Spécialisées Survey carried out between 5 May and 1 July 2014 Number of respondents: 55 companies (development studios that provide services, see table 3) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 11 Barometer of the French Video Game Industry - 2014 Table 10: The various types of specialised services provided by studios Specify the type of services you provide (multiple answers possible): Specialised services % Programming 64.3% Game Design 42.9% Production management 28.6% Animation 28.6% Consulting 21.4% Other* 17.9% Middleware 17.9% Modelling 17.9% Texturing 17.9% User Interface 17.9% Level Design 14.3% Artificial Intelligence 10.7% Application design 10.7% Special Effect 10.7% Motion Capture 7.1% Cinematics 7.1% Physics 7.1% Authoring 7.1% Websites 7.1% Game First Level 3.6% Audio-Voice-Sound 0.0% Music 0.0% Localisation 0.0% QA & Testing 0.0% * Serious games, distribution technology, anti-cheat, Unity plugins, server Survey carried out between 5 May and 1 July 2014 Number of respondents: 28 companies (development studios that provide specialised services, see table 8) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 3.1.4. A network of small businesses Half of the development studios surveyed are less than 5 years old and three-quarters of the companies are under 10 years old. The video games sector rejuvenates regularly, as new hardware is released and new market segments emerge, such as massively multiplayer games in the late 1990s, mobile games in the early 2000s, casual games in the mid-2000s, and smartphone and social games in the first 10 years of the 21st century. France is no exception to this dynamic, which results in rather a heterogeneous network of companies that vary in size and market segments served. Table 11: Breakdown of companies surveyed by date founded Enter the date your company was founded: Year founded % Companies less than 2 years old 18.2% Companies between 3 and 5 years old 32.7% Companies between 6 and 10 years old 27.3% Companies more than 10 years old 21.8% www.idate.org © IDATE 2014 12 Barometer of the French Video Game Industry - 2014 Enter the date your company was founded: TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 12: Breakdown of companies surveyed by date founded 21.8% Entreprises de moins de 2 ans 18.2% Entreprises ayant entre 3 et 5 ans 27.3% Entreprises ayant entre 6 et 10 ans 32.7% Entreprises de plus de 10 ans Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 On average, development studios had 12.4 full-time equivalent (FTE) jobs in 2014. Table 13: Average number of (excluding studios with 100 FTE jobs or more) FTE jobs based on company age Company age and FTE jobs in 2014 Average FTE jobs Under 5 Between 5 and 10 Over 10 Overall average 8.2 10.4 29.1 12.4 Survey carried out between 5 May and 1 July 2014 Number of respondents: 79 companies (development studios) Response rate: 90.8% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 3.2. France, home to video entertainment production 3.2.1. An 'independent' character predominates among developers 'Indie' games favoured by the companies surveyed Most French development studios consider themselves 'independent' (85.9%) and the content they produce reflects this character. Nearly half of them also develop so-called 'casual' games, which are designed to be played in a more casual manner by a wider audience. Table 14: Types of games developed by studios surveyed How would you describe the type of games you develop? (several answers possible) Type of game % Indie 54.1% Casual 47.1% Social 28.2% Serious game 11.8% AAA 8.2% www.idate.org © IDATE 2014 13 Barometer of the French Video Game Industry - 2014 How would you describe the type of games you develop? (several answers possible) Educational 2.4% Kids' games 2.4% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 15: Independent development studios Would you describe your company as independent? Independent % Yes 85.9% No 14.1% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 16: Genres of games developed by studios surveyed What genre(s) of games do you develop? (Multiple answers possible) Genre % Puzzle games 45.9% Adventure 42.4% Action 38.8% Arcade 37.6% Strategy 32.9% Educational 29.4% Children 27.1% Platform 24.7% Card games 18.8% RPG 17.6% Board games 15.3% Simulation 14.1% Combat 14.1% Racing 12.9% Sports 11.8% Other 11.8% Music 11.8% MMORPG 9.4% FPS 5.9% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 17: Breakdown of publishers'/distributors' catalogues by platform How is your catalogue broken down by platform? (as a %) Platforms % Personal computers 52.3% Phones and smartphones 20.0% Tablets 12.4% www.idate.org © IDATE 2014 14 Barometer of the French Video Game Industry - 2014 How is your catalogue broken down by platform? (as a %) Home consoles 11.8% Handheld consoles 3.5% Specialised consoles (Vtech, etc.) 0.0% TOTAL 100% Survey carried out between 5 May and 1 July 2014 Number of respondents: 14 companies (publishers and distributors) Response rate: 93.3% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 18: Breakdown of publishers'/distributors' catalogues by platform 3.5% Ordinateurs individuels Téléphones et Smartphones 11.8% Tablettes 12.4% 52.3% 20.0% Consoles de salon Consoles portables Consoles spécialisées (Vtech etc.) Survey carried out between 5 May and 1 July 2014 Number of respondents: 14 companies (publishers and distributors) Response rate: 93.3% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 3.2.2. Dematerialised production dominated by mobile devices Mobile platforms preferred by developers The mobile and tablet video game market has posted the strongest growth over the past 5 years and it is no surprise that these platforms are being preferred by French video game producers (83.5% develop for smartphones and mobile devices, 80% for tablets), even though personal computers are the leading distribution market for French video game publishers. Because of the incredibly rapid growth of digital distribution on personal computers, development studios are also concentrating a large part of their efforts on this platform. 75.3% of them produce content for personal computers. Consumer enthusiasm for digital platforms is also a driver of this business choice. These trends are also found Europe wide, although they are less pronounced (65% of developers produce games for smartphones and 58% for PC games)1 As for home consoles, which made a comeback in 2014 with the launch of the 8th console generation (10 million PS4 units sold2 and 5 million Xbox One units worldwide), relatively few studios are focusing on these platforms: only 29.4%. This can be partly explained by the technological and financial barriers to entry in these markets. New platforms are already garnering interest from French companies, slightly more than 17% of studios surveyed are now working on products for connected TVs and connected objects. Table 19: Development platforms prioritised by studios Which platforms do you develop games for? (Multiple answers possible) 1 GDC Europe State of the industry 2014 2 http://www.techcentral.co.za/xbox-one-vs-ps4-the-ultimate-showdown/51349/ www.idate.org © IDATE 2014 15 Barometer of the French Video Game Industry - 2014 Which platforms do you develop games for? (Multiple answers possible) Devices % Mobile phones and smartphones 83.5% Tablets 80.0% Personal computers 75.3% Home consoles 29.4% Handheld consoles 17.6% Connected televisions 17.6% Connected objects 16.5% Specialised consoles (Vtech, etc.) 3.5% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 20: Development platforms prioritised by studios Consoles spécialisées (VTech, etc.) 3.5% Objets connectés 16.5% Télévisions connectées 17.6% Consoles portables 17.6% Consoles de salon 29.4% Ordinateurs individuels 75.3% Tablettes 80.0% Téléphones mobiles et Smartphones 83.5% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Heterogeneous number of productions released More than half of the development studios surveyed will release 1 or 2 projects by the end of 2014, accounting for at least 157 games. Table 21: New projects released by development studios in 2014 How many new projects will you release to market in 2014? (Only one answer possible) Number of projects % None 15.5% 1 34.5% 2 19.1% 3 9.5% 4 or more 21.4% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 84 companies (development studios) Response rate: 96.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 16 Barometer of the French Video Game Industry - 2014 Table 22: New projects released in 2014 21.4% Aucun 15.5% 1 2 9.5% 3 34.5% 19,1% 4 et plus Survey carried out between 5 May and 1 July 2014 Number of respondents: 84 companies (development studios) Response rate: 96.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 23: New projects released by publishers in 2014 How many new projects will you release to market in 2014? (Only one answer possible) Number of projects % None 0.0% Between 1 and 5 57.2% Between 5 and 10 7.1% Between 10 and 15 7.1% More than 15 28.6% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 14 companies (publishers and distributors) Response rate: 93.3% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 24: New projects released by publishers in 2014 Entre 1 et 5 28.6% Entre 5 et 10 7.1% 57.2% Entre 10 et 15 Plus de 15 7.1% Survey carried out between 5 May and 1 July 2014 Number of respondents: 14 companies (publishers and distributors) Response rate: 93.3% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 French developers opt overwhelmingly for digital sales Development studios tend to want to self-publish on virtual stores, such as the PlayStation Network, the Apple Store and Steam, with the hope of taking a larger share of the profits if successful. Secondly, studios are often forced to do so if they do not have an agreement with a publisher to fund development of a title on optical media, such as CD or DVD. On handheld consoles, 66.7% of development studios use Nintendo's online store. www.idate.org © IDATE 2014 17 Barometer of the French Video Game Industry - 2014 Table 25: Development studios' digital distribution strategy for handheld consoles How do you distribute your games for handheld consoles? (multiple answers possible) Distribution method % Nintendo eShop 66.7% PlayStation Network 60.0% Electronic physical media (cartridge, CD, DVD) 46.7% Other* 6.7% * KDDI Smart Pass Survey carried out between 5 May and 1 July 2014 Number of respondents: 15 studios developing for handheld consoles Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 26: Development studios' digital distribution strategy for handheld consoles Autre 6.7% Distribution par support physique électronique (cartouche, CD, DVD) 46.7% 60.0% PlayStation Network 66.7% Nintendo eShop 0% 10% 20% 30% 40% 50% 60% 70% 80% Survey carried out between 5 May and 1 July 2014 Number of respondents: 15 studios developing for handheld consoles Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 27: Development studios' digital distribution strategy for home consoles How do you distribute your games for home consoles? (multiple answers possible) Distribution method % PlayStation Network 56.0% Xbox LIVE Marketplace 48.0% Nintendo eShop 48.0% Electronic physical media (cartridge, CD, DVD) 40.0% Ouya Shop 16.0% Other* 12.0% * Leap Motion, Play Market, Uplay Survey carried out between 5 May and 1 July 2014 Number of respondents: 25 studios developing for home consoles Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 18 Barometer of the French Video Game Industry - 2014 Table 28: Development studios' digital distribution strategy for home consoles 12.0% Autre 16.0% Ouya Shop 40.0% Distribution par support physique électronique (cartouche, CD, DVD) Nintendo eShop 48.0% Xbox Live Marketplace 48.0% 56.0% PlayStation Network 0% 10% 20% 30% 40% 50% 60% Survey carried out between 5 May and 1 July 2014 Number of respondents: 25 studios developing for home consoles Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Although the Apple Store is the most popular virtual store among studios and generates the most revenues (more than 70% of appstore revenues according to Canalis, mid-2013), the Google Play store seems to be increasingly catching up because of the constantly growing Android installed base. Table 29: Development studios' digital distribution strategy for tablets How do you distribute your games for tablets? (multiple answers possible) Distribution method % Apple Store 97.2% Google Play 95.8% Amazon App Store 45.1% Windows Store 35.2% Other* 9.9% Samsung Apps 8.5% Nokia Ovi Store 7.0% Browser 7.0% BlackBerry World 5.6% * Deployed equipment, Humble Store, KDDI Smart Pass, Tegra Zone, Slide Me Store, Tizen Store. Survey carried out between 5 May and 1 July 2014 Number of respondents: 68 studios developing for tablets Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 19 Barometer of the French Video Game Industry - 2014 Table 30: Development studios' digital distribution strategy for tablets BlackBerry World 5.6% Navigateur 7.0% Nokia Ovi Store 7.0% Samsung Apps 8.5% Autre 9.9% Windows Store 35.2% Amazon App Store 45.1% Google Play Store 95.8% Apple Store 97.2% 0% 20% 40% 60% 80% 100% Survey carried out between 5 May and 1 July 2014 Number of respondents: 68 studios developing for tablets Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 31: Development studios' digital distribution strategy for mobile phones and smartphones How do you distribute your games for mobile phones and smartphones? (multiple answers possible) Distribution method % Apple Store 97.2% Google Play 95.8% Amazon App Store 45.1% Windows Store 35.2% Samsung Apps 8.5% Nokia Ovi Store 7.0% Browser 7.0% BlackBerry World 5.6% Other* 9.8% * Deployed equipment, Humble Store, Tegra Zone, Slide Me Store, HTC Store Survey carried out between 5 May and 1 July 2014 Number of respondents: 71 studios developing for mobile phones and smartphones Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 20 Barometer of the French Video Game Industry - 2014 Table 32: Development studios' digital distribution strategy for mobile phones and smartphones Facebook BlackBerry World Navigateur Autre Nokia Ovi Store Samsung Apps Windows Store Amazon App Store Google Play Store Apple Store 2,8% 5,6% 7,0% 7,0% 7,0% 8,5% 35.2% 45.1% 95.8% 97.2% 0% 20% 40% 60% 80% 100% 120% Survey carried out between 5 May and 1 July 2014 Number of respondents: 71 studios developing for mobile phones and smartphones Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 33: Development studios' digital distribution strategy for personal computers How do you distribute your games for personal computers? (multiple answers possible) Distribution method Online download platform (Steam, Metaboli, Nexway, GOG, Impulse, Gamersgate, etc.) Dedicated website % 69.8% Facebook 36.5% Downloadable client software on your site 25.4% Electronic physical media (cartridge, CD, DVD) 22.2% Google Play 12.7% Other* 7.9% 44.4% * Amazon, App Store for Mac, Windows Store, Leap Motion, U Play. Survey carried out between 5 May and 1 July 2014 Number of respondents: 63 studios developing for personal computers Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 21 Barometer of the French Video Game Industry - 2014 Table 34: Development studios' digital distribution strategy for personal computers Autre 7.9% Google Store 12.7% Distribution par support physique électronique (cartouche, CD, DVD) Logiciel client téléchargeable sur votre site 22.2% 25.4% Facebook 36.5% Site dédié 44.4% Plate-forme de téléchargement sur Internet (Steam, Metaboli, Nexway,… 69.8% 0% 10% 20% 30% 40% 50% 60% 70% 80% Survey carried out between 5 May and 1 July 2014 Number of respondents: 63 studios developing for personal computers Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 AAA games production in France: thin on the ground There are 7 studios that produce 'AAA' titles. These AAA games, which are aimed at home consoles and entail very high production budgets and development cycles of several years (comparable to blockbusters in the movie industry), are the most commercially successful on consoles and PCs. They have particularly high distribution and marketing costs, with long development cycles. It is therefore difficult for young companies to produce such big titles and only companies with certain experience and financial stability can afford to produce an AAA game. The studios producing these games are all 10 years old or more, with an average 230 employees and have an average annual production budget of 12.2 million EUR. Moreover, with such high investment needed, almost all studios producing AAA games partner with publishers to finance their productions. These publishers contribute 62% of production costs for these studios on average and are therefore essential for getting these projects off the ground. The return on investment for these games is typically very good once released: among the studios surveyed, those who produce AAA titles posted an average turnover of 22.3 million EUR in 2014. 3.2.3. Creative energy 48.2% of studios surveyed are developing at least two games in 2014 and only 6% of them are not developing any game. These new productions are mainly original intellectual properties (93% of new projects developed in 2014). In another example of the dynamism of French companies, a large share of the sector's turnover (45%) is generated overseas, nearly double that of the digital and traditional cultural sectors. In terms of production volume, that would account for at least 201 new projects developed (including at least 187 new intellectual properties). www.idate.org © IDATE 2014 22 Barometer of the French Video Game Industry - 2014 Table 35: Number of projects developed in 2014 How many new projects will you develop in 2014? (Only one answer possible) New projects % None 5.9% 1 25.9% 2 22.4% 3 17.6% 4 or more 28.2% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 36: Share of new projects developed in 2014 5.9% 28.2% 25.9% Aucun 1 2 3 17.6% 22.4% 4 et plus Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 37: Percentage of original intellectual properties among projects developed in 2014 Of these new projects, how many will be original intellectual properties? Number of original IPs % None 7.0% 1 31.8% 2 28.2% 3 16.5% 4 or more 16.5% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 80 companies (development studios developing at least 1 new project in 2014, see table 35) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 38: Percentage of original intellectual properties among projects developed in 2014 www.idate.org © IDATE 2014 23 Barometer of the French Video Game Industry - 2014 16.5% 7,0% Aucun 1 31.8% 16.5% 2 3 4 et plus 28.2% Survey carried out between 5 May and 1 July 2014 Number of respondents: 80 companies (development studios developing at least 1 new project in 2014, see table 35) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 3.3. Production models strongly impacted by dematerialisation 3.3.1. Fully dematerialised production within a context of disintermediation in the value chain An increasing number of companies have changed their production model and are now also including publishing and even distribution activities. Nearly three-quarters (71.8%) of the studios surveyed claim to publish their productions themselves. The distinction between the various links in the chain are no longer really relevant, although the traditional value chain model — with a separate developer, publisher and distributor — is still found in the AAA title market (the highest budget games) in particular. It should be noted that the self-publishing trend is prevalent at the European level, where 64% of developers claim to publish their own productions 3. 3 GDC study, Europe, 2014 www.idate.org © IDATE 2014 24 Barometer of the French Video Game Industry - 2014 Table 39: Development studios and self-publishing Do you publish your productions yourself? Self-publishing % Yes 71.8% No 28.2% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 201 Table 40: Development studios and self-publishing 28.2% Oui Non 71.8% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 41: Development studios' video game distribution methods Game distribution methods (all platforms combined) Distribution method % Dematerialised games 100.0% Games sold on physical media (cartridge, CD, DVD, etc.) 18.8% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 42: 100% 80% 60% 40% 20% 0% Development studios' video game distribution methods 100.0% 18.8% Jeux dématérialisés Jeux vendus via un support physique (cartouche, CD, DVD…) Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 25 Barometer of the French Video Game Industry - 2014 3.3.2. Business models: high free-to-play model adoption Unsurprisingly, the major market trend, namely the free-to-play model (where users can play the game in full and for free, with only a small number of users paying for extra features / quicker progression, etc.), is currently the preferred model among the development studios surveyed, with 69% of them using it. However, if we consider all distribution platforms, the second most popular business model is the pay model without additional purchase, with 47.5% of studios claiming to develop games of this type. On PCs and home consoles, the pay model remains dominant with 73% of developers claiming to release games in this way. On the other hand, the low proportion of pay games with paid additional content is surprising, although this model is becoming increasingly popular for games on consoles and PC. This may be linked to the low proportion of studios developing AAA titles, as this model is particularly popular with this type of game. With regard to turnover, we note that free-to-play currently generates the most revenue, despite the extremely strong competition that comes with it. When free-to-play is excluded, the average annual turnover for developers is 1.4 million EUR, whereas it jumps to 2 million EUR when it is included. Finally, it seems only small companies focus on a single business model. As soon as companies increase their turnover, it is very rare that they will only rely on a single business model. Table 43: Business models adopted by studios surveyed Which business model(s) do you prefer to use? (Multiple answers possible) Business models % Free-to-play with in-app purchases 68.9% Paid purchase without additional content 47.5% In-app advertising 37.7% Paid purchase with additional paid content 18.0% Purchase by chapter 13.1% Other* 4.9% * Subscription to a platform, licences, out-of-app advertising: Adsense website banner Survey carried out between 5 May and 1 July 2014 Number of respondents: 61 companies (development studios) Response rate: 70.1% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 26 Barometer of the French Video Game Industry - 2014 Table 44: Business models adopted by studios surveyed Autre 4.9% Achat au chapitre 13.1% Payant à l'achat avec contenu… 18.0% Publicité in app 37.7% Payant à l'achat sans contenu… 47.5% Gratuit à l'achat avec in app purchase… 68.9% 0% 10% 20% 30% 40% 50% 60% 70% 80% Survey carried out between 5 May and 1 July 2014 Number of respondents: 61 companies (development studios) Response rate: 70.1% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 45: Average share of each of these business models in development studios' catalogues What proportion of your catalogue does each of these business models represent? (as a %) Business models % Free-to-play with in-app purchases 42.9% Paid purchase without additional content 33.0% In-app advertising 10.8% Paid purchase with additional paid content 6.4% Purchase by chapter 3.7% Other* 3.2% TOTAL 100% * Subscription to a platform, licences, out-of-app advertising: Adsense website banner Survey carried out between 5 May and 1 July 2014 Number of respondents: 60 companies (development studios) Response rate: 69.0% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 46: Average share of each of these business models in development studios' catalogues Autre 3.2% Achat au chapitre Payant à l'achat avec contenu additionnel payant 3,7% 6.4% Publicité in app 10,8% Payant à l'achat sans contenu additionnel 33.0% Gratuit à l'achat avec in app purchase (free to play) 42.9% 0% 10% 20% 30% 40% 50% Survey carried out between 5 May and 1 July 2014 Number of respondents: 60 companies (development studios) Response rate: 69.0% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 27 Barometer of the French Video Game Industry - 2014 3.3.3. Studios' annual production budgets are declining There is a great disparity in studios' production budgets over the year depending on the distribution media used for the video games produced. Excluding the largest companies in terms of turnover and production budget (those with turnovers greater than 12 million EUR), it seems that, generally speaking, annual production budgets significantly decreased (-27%) between 2013 and 2014. The average annual production budget committed to by French studios was nearly 690,000 EUR in 2013, compared with 500,000 EUR in 2014. As for the median production budget, it was about 200,000 EUR in 2013 compared with 150,000 EUR in 2014. This big difference between the median production budget and average production budget tells us something about this asymmetry between studios' annual production budgets. This decrease is not a sign of the companies' poor health, but rather prudence and streamlining of production, because although 63% of them reduced their production budgets, they maintained or increased their turnover between 2013 and 2014. Similarly, this change in average annual production budget is not related to financial results, because studios having closed 2013 with a deficit and those who closed with a surplus both decreased their budgets. Table 47: Average annual production budgets based on device Average production budget per company based on device, excluding companies with a turnover greater than 12M EUR 2013 Average annual production budget 2014 Average annual production budget €1,393,887 €1,015,333 Studios developing for handheld consoles €723,904 €674,286 Studios developing for mobile phones and smartphones €657,582 €448,804 Studios developing for personal computers €593,276 €482,460 Studios developing for tablets €399,609 €307,226 TOTAL €692,418 €497,441 Production budget / device Studios developing for home consoles Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 48: Average annual production budgets based on device 1,600,000 $ 1,400,000 $ 1.394M € 1,200,000 $ 1.015M € 1,000,000 $ 724K € 800,000 $ 674K € 600,000 $ 658K € 593K € 449K € 482K € 400,000 $ 400K € 307K € 200,000 $ 0$ Studios Studios Studios Studios Studios développant sur développant sur développant sur développant sur développant sur consoles de consoles téléphones et ordinateurs tablettes salon portables smartphones individuels Budget de production 2013 www.idate.org © IDATE 2014 Budget de production 2014 28 Barometer of the French Video Game Industry - 2014 Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 In reality, this decrease in average annual production budgets stems from fiscal prudence in a specific context. The studios want to use their resources to increase their capital, but also to fund growth and their productions. The shortage of external funding is an obstacle to business growth. Development studios' equity increased slightly more than 15% in one year. 3.3.4. Mainly self-financed production The companies surveyed are now financing the productions they develop out of their own equity. More than one in two businesses is forced to self-finance their productions, whereas almost one in two has already used assistance funds for video games. Publishers are only providing funding support to 37.6% of the development studios. Public aid, if it is requested, is only a small contribution to the financing of productions because of its binding nature. Although it is considered very useful and highly sought after by development studios, it has a limited impact on financing in general. For example, because of its particularly restrictive criteria, the Crédit d’Impôts Jeux Vidéo (C.I.J.V.) is only used by 16.5% of the studios surveyed and only contributes about 1.9% to the production budget. The reform adopted in autumn 2013 will increase the effectiveness of this aid. Although used by 47.1% of studios, the Fonds d’Aide aux Jeux Vidéo (FAJV) only contributes 10% of the average production budget. Table 49: Types of funding used by development studios to finance their productions How do you finance your productions? (Multiple answers possible) Type of funding % Self-financed 56.5% Fonds d'aide au jeu vidéo (FAJV) 47.1% Publishers 37.6% Regional aid 25.9% Bank loan 24.7% Private investors 17.6% Crédit d'impôt jeu vidéo (CIJV) 16.5% Customer financing (other than a publisher) 15.3% Crowdfunding 9.4% Crédit d'impôt recherche (CIR) 9.4% MEDIA programme 7.1% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 29 Barometer of the French Video Game Industry - 2014 Table 50: Types of funding used Programme MEDIA by development studios to finance their productions 7.1% Crédit d'impôt recherche (CIR) 9.4% Financement participatif (crowdfunding) 9.4% Financement client (autre qu'un éditeur) 15.3% Crédit d'impôt jeu vidéo (CIJV) 16.5% Investisseurs privés 17.6% Emprunt bancaire 24.7% Aides régionales 25.9% Editeurs 37.6% Fonds d'aide au jeu vidéo (FAJV) 47.1% Autofinancement 56.5% 0% 10% 20% 30% 40% 50% 60% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 51: Breakdown of types of funding in production budgets What percentage of your production is financed by these types of funding? (as a %) Type of funding Self-financed Publishers Fonds d'aide au jeu vidéo (FAJV) Private investors Customer financing Bank loan Regional aid Crédit d'impôt recherche (CIR) Crédit d'impôt jeu vidéo (CIJV) Crowdfunding MEDIA programme TOTAL % 33.5% 24.4% 10.3% 9.7% 7.2% 5.0% 3.6% 2.2% 1.9% 1.4% 0.8% 100% Survey carried out between 5 May and 1 July 2014 Number of respondents: 70 companies (development studios) Response rate: 80.4% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 30 Barometer of the French Video Game Industry - 2014 Table 52: Breakdown of types of funding in production budgets Programme MEDIA 0,8% Financement participatif (crowdfunding) 1,4% Crédit d'impôt jeu vidéo (CIJV) 1,9% Crédit d'impôt recherche (CIR) 2,2% Aides régionales 3,6% Emprunt bancaire 5,0% Financement clients 7,2% Investisseurs privés 9,7% Fonds d'aide au jeu vidéo (FAJV) 10,3% Editeurs 24,4% Autofinancement 33,5% 0% 5% 10% 15% 20% 25% 30% 35% 40% Survey carried out between 5 May and 1 July 2014 Number of respondents: 70 companies (development studios) Response rate: 80.4% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 53: Sources of funding of companies surveyed What sources of funding does your company use? (Multiple answers possible) Type of funding Equity Operating revenue National aid Bank loans Investment capital Regional aid European aid Crédit Impôt Recherche (CIR) Other* % 78.7% 60.4% 40.5% 36.9% 30.6% 23.4% 7.2% 2.7% 2.7% * leasing, subsidiary of foreign company Survey carried out between 5 May and 1 July 2014 Number of respondents: 108 companies (all activities) Response rate: 98.2% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 31 Barometer of the French Video Game Industry - 2014 4. Employment in the French video game industry 4.1. Great disparity in company size and number of jobs 4.1.1. The number of full-time equivalent jobs in the sector rose between 2013 and 2014 Most of the video game companies are SMEs, with an average of 31.4 full-time equivalent (FTE) jobs in France in 2014. There are however significant differences. 56.6% of the companies had 10 FTE jobs or fewer in 2014. Only 7 companies had more than 100 employees. Table 54: Average FTE jobs per company in 2013 and 2014 How many FTE jobs did your company have at the end of the year? Average FTE jobs per company 30.4 Year In 2013: To date in 2014: 31.8 Survey carried out between 5 May and 1 July 2014 Number of respondents: 106 companies (all activities) Response rate: 96.3% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 55: Average FTE jobs per company in 2013 and 2014 Average full-time equivalent (FTE) jobs 32.0 31.8 31.5 31.0 30.5 30.4 30.0 29.5 En 2013 : A date en 2014 : Survey carried out between 5 May and 1 July 2014 Number of respondents: 106 companies (all activities) Response rate: 96.3% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 The large disparity in workforce per company correlates to the age of the companies. While companies 5 years old or younger have 8.6 FTE jobs on average, those older than 10 years have nearly 95. This network consisting mainly of very small businesses is not unique in Europe, especially in an innovative industry where new projects are constantly getting off the ground. In the United Kingdom, more www.idate.org © IDATE 2014 32 Barometer of the French Video Game Industry - 2014 than 59% of studios employ fewer than 4 full-time people4, while in Canada, the average number of employees per company is 505. Table 56: Average full-time equivalent jobs in 2014 based on company age Company age and FTE jobs in 2014 Average FTE jobs Under 5 Between 5 and 10 Over 10 Overall average 8.6 11.6 94.4 31.8 Survey carried out between 5 May and 1 July 2014 Number of respondents: 106 companies (all activities) Response rate: 96.4% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 57: Average full-time equivalent jobs per company based on age Average full-time equivalent (FTE) jobs 100 94.4 90 80 70 60 50 40 30 20 11.6 8.6 10 0 Moins de 5 ans Entre 5 et 10 ans Plus de 10 ans Survey carried out between 5 May and 1 July 2014 Number of respondents: 106 companies (all activities) Response rate: 96.4% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 58: Breakdown of full-time equivalent jobs based on company age Company age and FTE jobs in 2014 Age / FTE category Under 5 Between 1 and 5 FTEs Between 6 and Between 11 and 10 FTEs 30 FTEs Over 30 FTEs Overall total 53.8% 25.7% 15.4% 5.1% 100.0% Between 5 and 10 32.6% 23.3% 32.6% 11.5% 100.0% Over 10 8.3% 12.5% 25.0% 54.2% 100.0% Overall total 34.9% 21.7% 24.5% 18.9% 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 101 companies (all activities) Response rate: 91.8% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 59: Breakdown of full-time equivalent jobs based on company age 4 TIGA, 2014 5 ESA, 2014 www.idate.org © IDATE 2014 33 Barometer of the French Video Game Industry - 2014 18.9% 34.9% Entre 1 et 5 ETP Entre 6 et 10 ETP Entre 11 et 30 ETP 24.5% Plus de 30 ETP 21.7% Survey carried out between 5 May and 1 July 2014 Number of respondents: 101 companies (all activities) Response rate: 91.8% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 4.1.2. Number of full-time equivalent jobs among publishers, distributors Table 60: Average FTE jobs per company in 2013 and 2014 How many FTE jobs did your company have at the end of the year? Average FTE jobs per company 33.5 Year In 2013: To date in 2014: 34.7 Survey carried out between 5 May and 1 July 2014 Number of respondents: 13 companies (publishers and distributors) Response rate: 86.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 61: Average FTE jobs per company in 2013 and 2014 Average full-time equivalent (FTE) jobs 36 35 34.7 34 33.5 33 32 En 2013 : A date en 2014 : Survey carried out between 5 May and 1 July 2014 Number of respondents: 13 companies (publishers and distributors) Response rate: 86.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 34 Barometer of the French Video Game Industry - 2014 4.1.3. Number of full-time equivalent jobs among development studios Full-time equivalent jobs among development studios France's video game ecosystem is structured around relatively large companies with small and micro companies in between. This configuration is similar to the sample of development studios surveyed: the median value of FTE jobs in 2014 is 9.25, which means that half of the development studios surveyed this year have this many FTE jobs or fewer. However, the average number of FTE jobs of these studios is 30.2. This difference between the median and mean values for FTE jobs is due to the configuration of the sector where a few larger companies will increase the average number of FTE jobs per company. This is why we need to remove these larger companies from the sample (the criterion chosen was to disregard companies with more than 100 FTE jobs) to gain insight into the actual number of jobs for the vast majority of development studios. Table 62: Average FTE jobs per development studio in 2013 and 2014 How many FTE jobs did your company have at the end of the year? Average FTE jobs per company 28.8 Year In 2013: To date in 2014: 30.2 Survey carried out between 5 May and 1 July 2014 Number of respondents: 84 companies (development studios) Response rate: 96.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 63: Average FTE jobs per development studio in 2013 and 2014 Average full-time equivalent jobs per studio 31 30.2 30 29 28.8 28 En 2013 : A date en 2014 : Survey carried out between 5 May and 1 July 2014 Number of respondents: 84 companies (development studios) Response rate: 96.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 64: Average FTE jobs based on company age in 2014 Company age and FTE jobs in 2014 Average FTE jobs Under 5 Between 5 and 10 Over 10 Overall average 8.2 10.4 107.3 30.2 Survey carried out between 5 May and 1 July 2014 Number of respondents: 84 companies (development studios) Response rate: 96.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Full-time equivalent jobs in studios with fewer than 100 employees Table 65: Average FTE jobs per (excluding studios with more than 100 FTEs) www.idate.org © IDATE 2014 development studio in 2013 and 2014 35 Barometer of the French Video Game Industry - 2014 How many FTE jobs did your company have at the end of the year? Average FTE jobs per company 10.8 Year In 2013: To date in 2014: 12.4 Survey carried out between 5 May and 1 July 2014 Number of respondents: 79 companies (development studios) Response rate: 90.8% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Average full-time equivalent jobs per studio Table 66: Average number of FTE (excluding studios with 100 FTE jobs or more) jobs per company in 2013 and 2014 studio age 13 12.4 12 11 10.8 10 En 2013 : A date en 2014 : Survey carried out between 5 May and 1 July 2014 Number of respondents: 79 companies (development studios) Response rate: 90.8% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 67: Average number of FTE jobs (excluding studios with 100 FTE jobs or more) in 2014 based on development Company age and FTE jobs in 2014 Average FTE jobs Under 5 Between 5 and 10 Over 10 Overall average 8.2 10.4 29.1 12.4 Survey carried out between 5 May and 1 July 2014 Number of respondents: 79 companies (development studios) Response rate: 90.8% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 68: Breakdown of full-time equivalent jobs based on development studio age Age and full-time equivalent jobs in 2014, excluding development studios with more than 100 FTEs Age / FTE category Between 1 and 5 FTEs Between 6 and 10 Between 11 and 30 FTEs FTEs 29.4% 14.7% Over 30 FTEs Overall total 5.9% 100.0% Under 5 50.0% Between 5 and 10 38.3% 29.4% 23.5% 8.8% 100.0% Over 10 0.0% 12.5% 31.3% 56.2% 100.0% Overall total 35.7% 26.2% 21.4% 16.7% 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 85 companies (development studios) Response rate: 97.7% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 This disparity is also found with the collective bargaining agreements in force in the sector's companies, although the Syntec collective bargaining agreement accounts for the majority. www.idate.org © IDATE 2014 36 Barometer of the French Video Game Industry - 2014 Which collective bargaining agreement are attached to your company? CBA Syntec NR Toys and games Other Animation Wholesale Technical research offices (JO 3018) No affiliation Audiovisual Training organisation (IDCC1516) Technical enterprises working in the creative and events fields (IDCC2717) Commerce and audiovisual services (IDCC1686) Other information services (6399Z) Electronic games publishing (5821Z) TOTAL % 63.6% 4.5% 5.5% 5.5% 4.5% 3.6% 2.7% 2.7% 1.8% 1.8% 0.9% 0.9% 0.9% 0.9% 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 100 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 4.1.4. The sector will create jobs in 2015 The companies surveyed increased their workforce by about 5% between 2013 and 2014, an average job creation rate of about 1.5 FTEs per company. 56.4% of companies surveyed said they would increase their numbers by 2015. These new jobs are being created in all companies, regardless of age, but the job creation rate among companies over 10 years old is proportionally higher. 4.2. Long-term and skilled jobs 4.2.1. A talent industry dominated by long-term and highly skilled jobs Skilled labour from information technology occupations and the creative industry make up the bulk of the workforce in companies of this sector. So-called technical6 jobs account for 31.4% of the workforce, followed by graphical jobs7 (23.5%). Table 69: Breakdown of workforce by job category Specify your workforce, in terms of FTEs, for each of the following groups: Discipline Technology Graphics Management Design Support Cross-disciplinary TOTAL Average 7.4 5.5 2.9 2.8 2.7 2.3 3.9 % 31.4% 23.5% 12.1% 11.9% 11.4% 9.7% 100% Survey carried out between 5 May and 1 July 2014 Number of respondents: 105 companies (all activities) 6 i.e. technical director, lead programmer, game engine programmer, gameplay programmer, specialised programmer (AI, tools, physics, etc.) 7 i.e. artistic director, concept artist, lead graphic designer, 2D graphic designer, 3D modeller/texturer, animator, graphics specialist (lighting, motion capture, special effects, etc.) www.idate.org © IDATE 2014 37 Barometer of the French Video Game Industry - 2014 Response rate: 95.4% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 70: Percentage breakdown of workforce by job category 9.7% Technologie 11.4% 31,4% Image Management 11.9% Design Support 12.1% 23,5% Transverse Survey carried out between 5 May and 1 July 2014 Number of respondents: 105 companies (all activities) Response rate: 95.4% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 38 Barometer of the French Video Game Industry - 2014 4.2.2. More than two-thirds of jobs are permanent Table 71: Breakdown of workforce by type of contract Specify the breakdown of your workforce according to the following categories: Job category % Permanent 70.4% Temporary 8.9% Freelance/contractor 12.3% Trainees 5.6% Occasional/casual 1.0% Other* 1.8% TOTAL 100.0% * Managers, shareholders. Survey carried out between 5 May and 1 July 2014 Number of respondents: 105 companies (all activities) Response rate: 95.4% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 4.3. Encouraging future prospects Table 72: Workforce change by 2015 In your opinion, how will your workforce evolve by 2015? (Only one answer possible) Workforce change % Increased workforce 56.4% No change in workforce 37.2% Decreased workforce 6.4% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 73: Workforce change by 2015 6.4% Augmentation des effectifs 37,2% 56.4% Maintien des effectifs Baisse des effectifs Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 39 Barometer of the French Video Game Industry - 2014 According to the companies surveyed, the job creation dynamic should continue over the next few years, with 56% of the companies surveyed claiming they will create jobs by 2015, while only 6% claim they intend to reduce their workforce. Only taking into account permanent and temporary positions and job losses, the companies surveyed should create an average of two additional positions each by 2015. When asked what type of job contracts they intend to create, more than one in two positions will be permanent contracts. Compared with the national figure where only 8.1% 8 of new hires will be on this type of contract, it is an unusual and remarkable characteristic. Very few new hires will be on more unstable contractual arrangements: on average, only 11% of positions created will be filled by freelancers, and 12.5% by trainees or those on work experience. This stable and long-term job creation reflects the need for companies to rely on skills and talent. Table 74: Jobs created by 2015 Among these new positions to be filled, specify the number of: Contract types Sum % Permanent 189 53.4% Temporary 74 20.6% Trainees/apprentices 45 12.5% Freelancers/contractors 39 10.9% Occasional/casual 6 1.7% International Corporate Volunteer (ICV) 1 0.3% Interim 0 0.0% TOTAL 354 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 75: Jobs created by 2015 1.7% 0.3% 11.0% CDI 12.7% CDD 53.4% Stagiaires/apprentis Freelances/prestataires 20.9% Intermittents Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 8 DARES study, July 2014 www.idate.org © IDATE 2014 40 Barometer of the French Video Game Industry - 2014 Table 76: Comparison between number of jobs created and number of jobs destroyed by 2015 200 189 180 160 140 120 100 74 80 60 40 45 39 27 20 0 4 2 0 6 Emplois créés 0 1 0 Emplois détruits Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 41 Barometer of the French Video Game Industry - 2014 5. The economic and financial situation of French video game companies 5.1. Companies growing despite economic fragility 5.1.1. The turnovers of companies surveyed show modest growth in 2014 Table 77: Average turnover of companies surveyed Specify your turnover for the period (all companies) Year Average In 2013: €4,798,490 2014 estimate €5,330,772 Survey carried out between 5 May and 1 July 2014 Number of respondents: 92 companies (all activities) Response rate: 83.6% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 78: Average turnover of companies surveyed based on age Company age and FTE jobs in 2014 Year Under 5 Between 5 and 10 Over 10 Overall average In 2013: €243,964 €1,093,704 €17,505,497 €4,798,490 2014 estimate €371,857 €1,066,812 €19,483,872 €5,330,772 Survey carried out between 5 May and 1 July 2014 Number of respondents: 92 companies (all activities) Response rate: 83.6% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 We noted a positive trend for all companies (developers + all companies) between 2013 and 2014, with all increasing their turnover by 10% and equity by 30% on average. Yet, while this increase in equity is beneficial, it actually masks the difficulty the French industry has in accessing funding, which is preventing it from fully developing its business activities: 75.7% of companies self-finance. Faced with this lack of funding, most development studios are turning to providing services, at the expense of their core business. Looking at accounting results, 61% of the companies surveyed ended 2013 with a balanced or positive account. And, as with turnover, accounting balance in terms of age shows a positive trend, because although 49% of companies under 5 years old ended 2013 with a deficit, their number continues to decrease as the age of the companies grow, until we reach 0% for those over 15 years old. www.idate.org © IDATE 2014 42 Barometer of the French Video Game Industry - 2014 Table 79: End of 2013 accounting situation of companies surveyed based on age End of 2013 accounting situation based on company age Age / 2013 fiscal year Deficit Balanced Surplus Overall total Under 5 47.6% 19.1% 33.3% 100.0% Between 5 and 10 40.9% 15.9% 43.2% 100.0% Over 10 17.4% 17.4% 65.2% 100.0% Overall total 38.5% 17.4% 44.1% 100.0% studios surveyed Survey carried out between 5 May and 1 July 2014 Number of respondents: 104 companies (all activities) Response rate: 94.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 5.1.2. Turnovers of studios surveyed show modest growth in 2014 Table 80: Average turnover of development studios surveyed Specify your turnover for the period Year Average In 2013: €2,268,369 2014 estimate €2,629,168 Survey carried out between 5 May and 1 July 2014 Number of respondents: 73 companies (all activities) Response rate: 83.9% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 81: Average turnover of (excluding studios with a turnover exceeding 10M EUR) development Specify your turnover for the period Year Average In 2013: €668,886 2014 estimate €920,725 Survey carried out between 5 May and 1 July 2014 Number of respondents: 69 companies (all activities) Response rate: 79.3% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 82: Turnover of development studios based on age Turnover of development studios based on age Year Under 5 Between 5 and 10 Over 10 Overall average In 2013: €218,051 €420,298 €7,133,471 €2,268,369 2014 estimate €304,667 €545,509 €8,132,348 €2,629,168 Survey carried out between 5 May and 1 July 2014 Number of respondents: 73 companies (all activities) Response rate: 83.9% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 43 Barometer of the French Video Game Industry - 2014 Table 83: 2013 financial situation of development studios based on age Age of company and end of 2013 fiscal year Age / 2013 fiscal year Deficit Balanced Surplus Overall total Under 5 52.8% 16.7% 30.5% 100.0% Between 5 and 10 40.0% 17.1% 42.9% 100.0% Over 10 Overall total 13.3% 40.7% 26.7% 18.6% 60.0% 40.7% 100.0% 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 84 companies (development studios) Response rate: 96.5% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 In 2014 the estimated average turnover for development studios over 5 years old is 304,667 EUR, and continues to grow along with age, up to 8.1 million EUR for companies older than 10. Nearly 40% of all companies ended the year with a deficit, as many as those having ended with a surplus. With regard to companies aged 10 or over, 60% ended the year with a surplus, while a little more than one in ten ended the 2013 fiscal year with a deficit. 5.1.3. An export-oriented industry Along with the dynamic nature of these companies, they also appear to be remarkably global in outlook. More than 47% of the turnover of the French studios surveyed is generated abroad (this trend is typical of the video game industry and is also found in the United Kingdom, where the share of exports in total turnover is 45%)9, whereas sectors such as movies and application software struggle to exceed 20%. If we only take into account results related to video game production (removing the share of turnover linked to service provision), the average turnover generated from exports is 454,000 EUR per company in 2014. The share of exports in total turnover grew 15.8% between 2013 and 2014, which is remarkable performance. Table 84: Share of exports What share of your turnover do exports account for? Year Average In 2013: 41.1% To date in 2014 47.6% Survey carried out between 5 May and 1 July 2014 Number of respondents: 61 companies who responded 'Yes' to question 21 on self-publishing) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Companies are continuing to invest in international development by devoting on average 15% of their budget to it. Table 85: Share of budget devoted to international development (all companies) How much of your budget goes towards international development? Share of budget per company 15.5% Survey carried out between 5 May and 1 July 2014 Number of respondents: 108 companies (all activities) Response rate: 98.1% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 86: Share of budget devoted to international development (development studios) How much of your budget goes towards international development? 9 UKIE, 2014 www.idate.org © IDATE 2014 44 Barometer of the French Video Game Industry - 2014 How much of your budget goes towards international development? Share of budget per company 16.2% Survey carried out between 5 May and 1 July 2014 Number of respondents: 86 companies (all activities) Response rate: 98.8% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 5.2. The critical question of financing business development 5.2.1. Access to financing business development difficult Table 87: Sources of funding of companies surveyed What sources of funding does your company use? (Multiple answers possible) Type of funding % Equity 78.7% Operating revenue 60.4% National aid 40.5% Bank loans 36.9% Investment capital 30.6% Regional aid 23.4% European aid 7.2% Crédit Impôt Recherche (CIR) 2.7% Other* 2.7% * leasing, subsidiary of foreign company Survey carried out between 5 May and 1 July 2014 Number of respondents: 108 companies (all activities) Response rate: 98.2% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 This data highlights the significant disengagement of banks with regard to companies in this sector (remember that according to the CGPME/KPMG barometer, the operating funding needs of companies increased by 30% between 2011 and 2013, while at the same time credit and liquidity facilities decreased by almost 25%). More than three-quarters of companies therefore need to tap into their equity, not only for investment but also to mitigate the problem of accessing credit.. The lack of information and difficulty applying (complexity and lack of file 'standardisation') are reflected in the low number of companies receiving regional aid, which slips to almost zero for European, institutional or national aid. Capital investment is still perceived as risky (asset dilution, loss of independence) by directors. Overall, access to external resources is considered a constraint, but is essential to support business growth in the sector. 5.2.2. But clear need for external funding Table 88: Financing needs of companies surveyed How would you describe your financing needs (one answer possible)? Financing needs Short term view, financed by operating revenue Medium-term view, financed by current assets www.idate.org © IDATE 2014 % 14.1% 25.3% 45 Barometer of the French Video Game Industry - 2014 How would you describe your financing needs (one answer possible)? Long-term view, financed by fixed assets TOTAL 60.6% 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 99 companies (all activities) Response rate: 90% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 89: Breakdown of companies based on their financing needs 14% Court terme à exploitation 25% 61% Moyen terme à bas de bilan Long terme à haut de bilan Survey carried out between 5 May and 1 July 2014 Number of respondents: 99 companies (all activities) Response rate: 90% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 The priority needs are long-term which corresponds to recapitalisation (restructuring and/or consolidation) and development needs. Given the results of the previous table, the most common hypothesis is recapitalisation to establish development. Finally, we note there is a general desire to make the company last and therefore a positive outlook from directors on the situation of their company. Table 90: Access conditions for receiving bank credit How would you describe your access conditions for receiving bank credit? Access conditions I can access it very easily I can access it easily It is difficult to access It is very difficult to access We were refused bank credit We've never needed bank credit TOTAL % 2.7% 21.8% 21.8% 12.7% 4.5% 36.4% 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 5.2.3. Raising capital as a financing option, low uptake, but highly anticipated The difficulties in access to financing are also reflected in the problems French companies face trying to raise capital: only 10% of companies were able to raise capital in 2012, and 16.3% in 2013. And even among those that did raise capital, the amounts were low: 335,000 EUR on average in 2013. This lack of www.idate.org © IDATE 2014 46 Barometer of the French Video Game Industry - 2014 funding is therefore significantly slowing growth of the French video game industry. However, 61% of companies surveyed think they will raise capital in 2015. The decrease in average amount of capital raised between 2012 and 2013 does not correlate with the number of times capital was successfully raised (9 raised in 2012 compared with 17 in 2013). Table 91: Capital raised in 2012 Did you raise capital in 2012? Capital raised % No 90.8% Yes 9.2% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 109 companies (all activities) Response rate: 99.1% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 92: Amount of capital raised on average in 2012 Specify the amount of capital (in euros) you raised in 2012: Amount of capital raised €583,750 Survey carried out between 5 May and 1 July 2014 Number of respondents: 9 companies (all activities) that raised capital in 2012 (see table 91) Response rate: 81.8% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 93: Capital raised in 2013 Did you raise capital in 2013? Capital raised % No 84.4% Yes 15.6% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 109 companies (all activities) Response rate: 99.1% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 94: Amount of capital raised on average in 2013 Specify the amount of capital (in euros) you raised in 2013: Amount of capital raised €335,382 Survey carried out between 5 May and 1 July 2014 Number of respondents: 17 companies (all activities) who raised capital in 2013 (see table 93) Response rate: 94.4% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Raising capital is used primarily to support the current business activity, with a view to restructuring or consolidating before development (business/technology) and deployment (accessing new markets). Here also entrepreneurs are showing a reluctance to raise capital. Although raising capital is not the preferred tool for growth because it leads to ownership dilution, it seems useful in a context where external sources of financing growth are drying up, so it can be used to complement other funding alternatives. Table 95: Uses for raising capital What do you currently want to raise capital for? (several answers possible): Reason for raising capital % Supporting your current activity 43.6% You do not want to raise capital 39.8% Accessing new markets 30.1% Developing a new activity 27.2% www.idate.org © IDATE 2014 47 Barometer of the French Video Game Industry - 2014 What do you currently want to raise capital for? (several answers possible): Acquiring new technologies 12.6% Survey carried out between 5 May and 1 July 2014 Number of respondents: 103 companies (all activities) Response rate: 99.1% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 96: Uses for raising capital Acquérir de nouvelles technologies 12.6% Développer une nouvelle activité 27.2% Accéder à de nouveaux marchés 30.1% Vous ne souhaitez pas lever de fonds 39.8% Soutenir votre activité actuelle 43.6% 0% 10% 20% 30% 40% 50% Survey carried out between 5 May and 1 July 2014 Number of respondents: 103 companies (all activities) Response rate: 99.1% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 97: Raising capital in 2015 Do you expect to raise capital by 2015? (Only one answer possible) Opinion % Very likely 17.7% Likely 43.5% Unlikely 27.5% Very unlikely 11.3% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 62 companies (all activities and that did not choose 'You do not want to raise capital' for question 61, see table 95) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 48 Barometer of the French Video Game Industry - 2014 6. Outlook: French video game companies sitting between loss of competitiveness and optimism 6.1. Entrepreneurs moderately optimistic within a context of shortterm financial visibility 6.1.1. Cautious optimism Regarding the future of their companies, the directors surveyed are generally optimistic: 84.6% claim to have confidence in the future of their company. However, they are remaining realistic about their financial situation, as 43.6% of the companies claim to only have short-term visibility of their financial situation (between 1 and 6 months). Table 98: Confidence levels of those surveyed about the future of their company Are you confident about the future of your company? Opinion % Very confident 14.5% Somewhat confident 70.1% Not confident 13.6% Not confident at all 1.8% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 99: Confidence levels of those surveyed about the future of their company 1.8% 13.6% 14.5% Très confiant Plutôt confiant Peu confiant 70.1% Pas confiant du tout Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 49 Barometer of the French Video Game Industry - 2014 6.1.2. Short-term visibility Table 100: Financial visibility In your opinion, what kind of financial visibility does your company have? Visibility % 1 to 3 months 13.6% 4 to 6 months 30.0% 7 to 9 months 11.8% 10 to 15 months 25.5% 16 to 18 months 19.1% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Table 101: Financial visibility 19.1% 13.6% De 1 à 3 mois De 4 à 6 mois De 7 à 9 mois 30.0% 25.5% De 10 à 15 mois De 16 à 18 mois 11.8% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 In addition, while the companies surveyed have confidence in their potential, they are more reserved about the future of video games in France: 54.5% believe the French video game sector will decline in the coming years. Table 102: Opinions on the future of the French video game sector How optimistic are you about the future of the French video game sector? (one answer possible) Opinion % Very optimistic 1.0% Somewhat optimistic 44.5% Somewhat pessimistic 44.5% Very pessimistic 10.0% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 www.idate.org © IDATE 2014 50 Barometer of the French Video Game Industry - 2014 Table 103: Opinions on the future of the French video game sector 1,0% 10.0% Très optimiste 44.5% 44.5% Plutôt optimiste Plutôt pessimiste Très pessimiste Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 6.2. France not attractive enough in a competitive and globalised market 6.2.1. The attractiveness of France Although some of the companies surveyed consider France an attractive country for the video game industry because of the wealth of talent and aid available, they are very much in the minority as 62% of companies consider it unattractive, mainly because of high costs, and complexity and instability, both in a fiscal and administrative sense. When asked (open-ended question) which countries seem attractive, the large majority of companies (76%) ranked Canada highest, followed by the United States (60.4%), both regions that have already attracted many French companies. Table 104: The attractiveness of France for the video game sector Would you say France is an attractive country for companies in the video game sector? (Only one answer possible) Opinion % Yes 38.2% No 61.8% TOTAL 100.0% Survey carried out between 5 May and 1 July 2014 Number of respondents: 110 companies (all activities) Response rate: 100% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 Canada attracting French companies In recent years, Canada has managed to expand its video game sector significantly through aid and very beneficial tax credits. Although recently lowered by 5%, it is still the most attractive tax incentive worldwide. Because of this, Canada has created more than 15,000 jobs in the video game sector in 15 years. And job growth in this sector in just one province, Quebec, has been 22% per year since 2002 10. Canada's policy towards video games has allowed it to mainly attract major companies in the sector: thus, in Canada, video game companies employ an average of 50 people, generate an average of 4.5 million EUR of annual turnover, and 50% of companies are present on home consoles. Because of its linguistic and cultural ties with Canada, France has seen many of its studios and publishers establish themselves in Quebec over the same period and the trend is continuing. 10 TECHNO compétences study - l’emploi dans l’industrie du jeu électronique au Québec en 2012 www.idate.org © IDATE 2014 51 Barometer of the French Video Game Industry - 2014 The United Kingdom: a similar industry to France, now boasting an attractive video game tax credit The UK video game industry proves to be extremely similar to the French industry in many respects. The structure of the companies appears to be the same, with about 30 full-time employees on average, and the industry is mainly composed of very small companies. Similarly, the country's dynamics seem to be the same as in France, with video game employment having increased 7% in 2013 as well as the turnover of video game companies (7%), while production budgets decreased by 10% between 2008 and 2011 11. These are exactly the same trends seen in France. On the other hand, in terms of financing production, the United Kingdom deviates from France, as more than 62% of video game companies have been able to access external private financing in recent years12. Similarly, 37% of UK companies have been able to benefit from government aid, even though the UK video game tax credit, which is particularly flexible and beneficial, is not yet in place. France therefore needs to close this gap in funding, so that the United Kingdom, helped by its new tax credit, does not eclipse France on the international scene as early as 2015. The future UK tax credit has been hailed as the most favourable in Europe by 47% of European developers.13 Table 105: The most attractive countries/regions Which countries would you say are the most attractive to grow your business? Country % Canada 76.0% United States 60.4% United Kingdom 46.9% Nordic countries 21.9% South Asia 16.7% Germany 14.6% China 12.5% Japan 9.4% Eastern Europe 6.3% South Korea 5.2% Spain 4.2% Luxembourg 3.1% Belgium 3.1% Brazil 3.1% North Africa 2.1% Malta 2.1% India 2.1% Survey carried out between 5 May and 1 July 2014 Number of respondents: 96 companies (all activities) Response rate: 87.3% Source: 2014 Barometer of the French Video Game Industry - SNJV/IDATE - September 2014 11 UKIE, 2014 12 TIGA, 2014 13 GDC Europe State of the industry 2014 www.idate.org © IDATE 2014 52 Barometer of the French Video Game Industry - 2014 7. Conclusion The video games sector, and structure of its economic fabric in particular, is difficult to comprehend because of the great diversity of markets, business models, sizes and age of the various companies. The sector is also young and constantly rejuvenating, which strongly impacts the value chain: Although focused around a few major players and a myriad of SMEs, the development tools market remains very competitive. With the business models and rates providing developers with a healthy breeding ground for creation, customers are obviously benefiting from this competition. Content segments are continually expanding, games on connected TVs are slowly emerging, video games linked to toys and connected objects are likely to grow significantly in the coming months and years. Although seemingly stable, the structure and organisation of production continues to mature and is likely to converge towards 'Platform as a Service' type solutions. Dematerialised distribution methods are gradually establishing themselves as connectivity is implemented as standard in all games platforms, which is strongly benefiting players in the mobile games segment on smartphones and tablets. Access to games and community related services are evolving especially rapidly, driven by the success of the new generation of cloud-friendly home consoles (storage, content sharing, streaming, multiplayer, online and in-game purchases, etc.), content streaming services like Twitch, and the increasingly common adoption of 'Software as a Service', where identical applications are available simultaneously on multiple platforms. Job type segmentation within publishers and development studios is based on the sector's established skill sets, but new skills are appearing around economic intelligence, data processing and analysis, and attracting and retaining new users. The annual survey conducted by the Syndicat National du Jeu Vidéo and IDATE provides a way of measuring how aligned French companies are with this new data. It also allows us to measure what still needs to be done to develop or sustain a particular business activity, gain industry maturity and identify potential growth. Furthermore, it has its finger on the sector's pulse, revealing its morale and highlighting potential risks and industry, managerial, economic and financial needs. It also focuses on possible adjustments or solutions to be implemented as part of a public support policy for the sector. Obviously this snapshot will become clearer as new editions are released, when it will be possible to calculate differences and identify developments. However, after this first edition, we can still draw up a few key points: 1. France is a country of video game creation. This tradition was inherited from the early creators in the 1980s and continues to structure itself. This unique creativity has been internationally renowned for a long time. The sector consists of mainly young SMEs, which are flexible regarding target segments and versatile along the value chain. They create original intellectual properties and long-term jobs, despite the difficult economic environment. 2. Production, which is typically self-financed, tends to be concentrated around dematerialised indie, casual or social games, and marketed as 'free-to-play' with in-app purchases. Very few studios are working on AAA games. Games are primarily designed for smartphones, tablets, and personal computers. 3. Economic activity is significant as the development studios surveyed claim to be releasing a total of at least 160 titles by the end of the year, the vast majority of which will be original titles. 4. With annual production budgets falling between 2013 and 2014, regardless of game platform, they can be characterised as conservative. This decrease, which is strategic or because of economic constraints, is only barely offset by external financing, regardless of its nature. 5. Service provision is becoming an important activity and widespread with two-thirds of the companies surveyed resorting to it. On average, it accounts for nearly 40% of the turnover of the companies surveyed. www.idate.org © IDATE 2014 53 Barometer of the French Video Game Industry - 2014 6. Nearly 85% of the managers surveyed are confident or very confident about the future of their company, but roughly 55% of them are pessimistic or very pessimistic regarding the video game sector in France, deeming it quite unattractive. www.idate.org © IDATE 2014 54 Barometer of the French Video Game Industry - 2014 8. About the SNJV Created in 2008, the SYNDICAT NATIONAL DU JEU VIDEO (SNJV) currently represents more than 200 companies, producers, publishers and industry professionals from the video game and multimedia entertainment sector, as well as organisations involved in developing France's video game industry. The SNJV's mission is to study, represent, promote and defend the rights as well as material and moral interests of its member companies, on both a collective and individual level. The SNJV represents the French video game industry, both in France and abroad, in dealings with public authorities, administrations, private and public companies and corporations, other professional unions, and all competent authorities in general. It analyses the impact of French policy on the economic and social interests of French video game companies. It also provides regular communication on all issues relating to the video game industry, including any relevant economic, technical and legal information. With this mandate, the union implements the means and services to help its members conduct their business activities in France. The SNJV works closely with the various video game production territories in France through involvement with regional associations and local economic development clusters. The SNJV is one of the founding members of the EGDF (European Games Developer Federation), which works on behalf of some 600 video game production companies based in Europe. Contacts: Julien Villedieu – dg@snjv.org 0970 460 611 2, rue de la Roquette 75011 Paris www.idate.org © IDATE 2014 55 Barometer of the French Video Game Industry - 2014 9. About IDATE The Institut de l’Audiovisuel et des Télécommunications en Europe (www.idate.org) is a research and consulting body specialising in the telecommunications, media and Internet industry markets. The Institute has over 30 years' experience in consulting and research. It conducts studies and provides consulting services to companies (major clients, SMEs and startups), local authorities, governments and international organisations. Its assignments include international industry and market watches, market studies, industry and strategy analysis, technical-economic feasibility studies, forecasting, and innovation and R&D analysis. Nearly 30 consultants make up IDATE's multidisciplinary teams. For nearly 15 years, IDATE has been studying and working on behalf of the video games sector. Its clients include research laboratories, technical service providers, tools and middleware developers, video game developers, publishers, console manufacturers, distributors and retailers. Its Consumer Electronics & Digital Entertainment division has supported over 40 businesses, startups, SMEs, and major companies working or aspiring to work in the video game sector. IDATE maintains its close ties to the industry with the DigiWorld Summit, an event it has organised for the last 35 years The DigiWorld Summit is an international conference that takes place annually in Montpellier. This event welcomes close to 1,500 professionals from the telecom, Internet and media industries. The DigiWorld Summit consists of themed seminars, one of which has been dedicated to the video games sector for the last 13 years. Since the creation of Game Summit (www.gamesummit.pro), more than 400 industry professionals, half of which from overseas, have come to speak on market, industry and technological trends. IDATE publishes a catalogue of studies focused on innovation and understanding the economic and industry developments at play in the telecom and media industries The catalogue comprises 80 publications each year, including market studies, forecasts, state of the industry reports and databases. Three to four publications relate to the video games sector each year. Contacts: www.idate.org © IDATE 2014 56