Game and entertainment programmes on television and on on-demand audiovisual media services
Published on 02 July 2026
- Study
- SVOD services
- Television
- Platform
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Summary
Do the French still watch as many game shows and entertainment programmes on their screens as ever?
What role do these programmes play on television and on SVOD services?
Finally, how much is being invested in this type of programme, and who are the producers?
The Arcom study focuses, on the one hand, on game shows – that is, competitions involving elimination rounds and the awarding of a prize – and, on the other hand, on certain types of entertainment, namely reality TV programmes and coaching shows.
Key figures
x5
Five times as many gaming and entertainment options on SVOD services
Between 2020 and 2025, the volume of gaming and entertainment content in SVOD services’ catalogues increased fivefold, making it the fourth most represented genre.
3rd
The French are among the top three producers
The share of French entertainment programmes has increased sharply, from 56 per cent of total airtime in 2021 to 77 per cent in 2025 (16 per cent non-European entertainment, 9 per cent non-French entertainment).
35 per cent
The most popular knowledge and logic games on television
Most television gaming shows are in the‘knowledge and logic’ category, ahead of‘lifestyle’ and ‘adventure’ shows.
Key points to remember
Téléchargez et consultez l'Essentiel en version anglaise (english version)
Essentiel : Gaming and entertainment programmes : a steady presence on TV and increasingly on platforms
- 215.71 KB
- in french
Study on television gaming and entertainment programmes and on-demand audiovisual media services
Download and browse the full report
Game and entertainment programmes on television and on on-demand audiovisual media services: the full study
- 2.78 MB
- in french
On the same topic
Audio-video trends 2026
Arcom has published the 2026 edition of its study on audio and video trends in France, which analyzes equipment, modes of access to audiovisual content and audience usage.
- Equipment
- Uses
- Digital
- SVOD services
- Key figures
- Television
- Internet
- Platform