In an ever more connected world, technology is becoming more interactive and “gamification” a must for companies in order to preserve and develop their relations with their customers. This metamorphosis is paving the way for new offers and new players in the games and entertainment industry in the same way as it has revolutionised other consumption sectors (mobility, media, accommodation, etc.).

The offer in this industry is showing signs of fragmentation and the market is becoming increasingly competitive, while economic models are undergoing upheaval. At the same time, consumer expectations have considerably evolved since the early 2000’s.



Intensification of the focus on price

Free-to-play games (free games with the option of purchasing supplementary content), purchase of second-hand reconditioned videos games, group lottery (shared tickets) or the purchase of cross play video games (valid for several gaming platforms) are becoming increasingly popular.

The quest for convenience

The purchase of dematerialised game tickets or dematerialised video games (payment via a platform and complete downloading of games and their updates) is developing, in the same way as platforms that bring players together depending on their tastes and preferences.

Defiance regarding experts, trust in one’s peers

People are gradually turning their backs on the press and specialised stores in the face of the development of worldwide communities of players (consultation of opinions, sharing of gaming experiences).

Usage is supplanting ownership

The development of VOD, SVOD platforms, long-term renting of platforms and video games between players (via specialised websites) and the emergence of cloud gaming bear witness to a real evolution of attitudes.

Empowerment of the individual

For the companies in this sector, the emergence of new economic models (and in particular of free-to-play) is currently creating upheaval in the nature of relations with players who have become real actors of their interactive experience (social gaming, crowdfunding of independent games). These are all expectations that companies must take into consideration when defining and implementing their strategy.