Updated Mar 17, 2026 by AEVI
Report · January 1, 2025
Published by AEVI
The guideaims to help video‑game publishers, developers and related staff in Spain navigate employment legislation while fostering safe, productive workplaces. It stresses that compliance with the Workers’ Statute, the 2022 labour reform and the Remote‑Working Law is essential to avoid costly legal sanctions and to protect staff from the health‑risk phenomenon known as “crunch.” Key findings highlight the danger of false self‑employment, where workers appear independent but are actually subject to employer control. Spanish courts identify dependency, subordination and fixed remuneration as hallmarks; violations can trigger Social‑Security fines of €3,750‑€12,000 per worker, plus surcharges up to 150 % of unpaid contributions. The guide confirms that indefinite contracts are the default; fixed‑term contracts are permissible only for production‑related needs or to replace absent employees, with a maximum six‑month duration for the former and 90 days per calendar year for the latter. Misusing temporary contracts converts the relationship to permanent status and incurs fines of €751‑€7,500 per affected employee. Remote work must be voluntarily agreed, cover at least 30 % of a worker’s time, and include employer‑funded equipment costing roughly €25‑€35 per month; non‑compliance also attracts fines of €751‑€7,500. Occupational‑risk prevention is mandated under Law 31/1995, with penalties ranging from €45 to €983,736 depending on severity, and requires systematic risk analyses to curb physical and psychosocial harms linked to crunch periods. Additionally, firms must maintain objective daily time‑recording systems, respect the irregular distribution of hours (up to a 10 % pool, notified five days in advance), and implement digital‑disconnection protocols, equality plans for organisations with over 50 employees, and whistle‑blowing channels. Overall, the guide provides a practical checklist for Spanish video‑game companies: verify contract types, assess self‑employment arrangements, formalise remote‑work agreements, enforce occupational‑risk measures, and ensure accurate time‑keeping and compliance with broader digital‑and‑equality obligations, thereby reducing legal exposure and promoting healthier work environments.
AEV ASOCIACION ESPANOLA DE VIDEOJUEGOS Employment issues in video game development Guide prepared by Guide prepared by
Contents 1. How are employment relationships regulated? How do they affect the video game sector? 5 2. False self-employed workers: a risk to avoid 5 3. What kind of employment contract? Different options 7 4. What are the consequences of incorrectly entering into temporary contracts? 8 5. How to regulate remote work in a video game company 8 6. Occupational risk prevention 9 7. The daily working time record: Is it compulsory? 10 8. The irregular distribution of working hours 11 9. Other obligations 11
AEVI | EMPLOYMENT ISSUES IN VIDEO GAME DEVELOPMENT Introduction to the Guide Author: This guide will be of great use to you if you are in the Daniel Cifuentes (Pérez-Llorca) video game industry, whether you are a publisher, a [email protected] developer or work in marketing. In the video game industry, success depends on many professionals working together. This guide is designed to help you optimise all aspects of team and process management within your company, ensuring a productive environment and compliance with employment legislation in Spain. Specifically, this guide will be useful regarding the following: Hiring employees and the concept of false self-employment: How are employment relationships governed in the video game sector, and what legal and economic risks does false self-employment entail? Types of contracts and their correct execution: Why is permanent employment the norm in Spain, and what are the consequences of using temporary contracts outside the legal requirements? Flexible organisation of work: How are remote working and flexible working hours implemented in a video game studio, and how are working hours and the registration of these hours managed? Prevention of occupational hazards: Why is it essential to prevent the crunch and protect the physical and psychological health of teams, and what are the legal obligations in terms of occupational risk prevention?
1. How are employment relationships regulated? How do they affect the video game sector? In Spanish law, employment relations are regulated, fundamentally and in their most essential aspects, by the provisions of Royal Legislative Decree 2/2015, of 23 October, which approves the revised text of the Workers’ Statute Law (better known as the “Workers’ Statute”). The following guidelines are based on this text, which is directly relevant to the video game sector. 2. False self-employed workers: a risk to avoid In the world of work, there are two main types of workers: self-employed workers (who work on their own account) and employees (who work for a company or employer). A self-employed worker offers his services or products and assumes the risks of his business; this means that if his business does well, he earns more, and if it does badly, he may lose money. Video game developers of all kinds are often immersed in a highly dynamic and competitive environment. The need to adapt quickly to changes in technology, market trends and player demands can lead to situations where hiring self-employed workers becomes a strategic option.
dly, he may lose money. Video game developers of all kinds are often immersed in a highly dynamic and competitive environment. The need to adapt quickly to changes in technology, market trends and player demands can lead to situations where hiring self-employed workers becomes a strategic option. Self-employed workers offer flexibility and specialisation, allowing companies to tackle specific projects with specialised skills without making long-term commitments. In addition, in the video game industry, where project cycles can be variable, hiring self-employed workers provides the ability to quickly scale up the team during periods of high demand and scale down when necessary. This agility in the management of human resources allows companies to optimise their costs and maintain a highly trained team, which is vital for success in a sector as dynamic as the video game industry. However, as in other sectors, there are sometimes cases of false self-employment, which includes those people who, although they appear to be self-employed –in other words, they have signed a contract to provide commercial services –are not really self-employed because they provide their services in a regime of clear dependence and subordination (ajenidad) from their employer, and do not assume the risks and results of the business activity, as a true employee would do. The key factors that Spanish courts have identified as characteristics of a hidden ordinary employment relationship are: Dependency Subordination Highly personal nature and remuneration
their employer, and do not assume the risks and results of the business activity, as a true employee would do. The key factors that Spanish courts have identified as characteristics of a hidden ordinary employment relationship are: Dependency Subordination Highly personal nature and remuneration This is usually manifested through a Among the most common indications Indications of an employment relationrange of situations such as the exist- of the concept of subordination is the ship include the payment of a monthly ence of instructions and work orders, provision of all the materials necessary amount and the absence of differenadherence to a full-time schedule and for the performance of the work (such tiation between ordinary workers and working hours, and the provision of ser- as computer equipment) to the worker. false self-employed workers. vices at the workplace, among others.
The guide aims to equip professionals in the Spanish video‑game sector with a practical framework for complying with national labour legislation while fostering safe, flexible and sustainable work environments. It stresses that employment relationships must be governed primarily by the Estatuto de los Trabajadores and the 2022 labour reform, positioning indefinite contracts as the default model and limiting temporary contracts to production‑related needs or substitution of specific workers. Key legal risks are highlighted, notably the use of “falso autónomo” arrangements. Indicators such as dependence, lack of entrepreneurial risk, fixed remuneration and provision of equipment can reclassify a contractor as an employee, exposing firms to Social Security back‑payments of up to €50 000, fines ranging from €3 750 to €12 000 per case and additional penalties of 100‑150 % of the owed contributions. Incorrectly formalised temporary contracts trigger automatic conversion to permanent status and fines between €751 and €7 500 per affected worker. The document outlines the regulatory regime for teleworking, requiring a voluntary agreement, employer‑borne provision costs of roughly €25‑35 per month, and detailed specifications on schedules and monitoring tools. Non‑compliance is penalised as a grave infringement with fines identical to those for improper temporary contracts. Prevention of occupational risks, especially the “crunch” phenomenon, is mandated under the 1995 Prevention of Risks Law; violations can attract fines from €45 up to €983 736, and employers may face civil liability for work‑related injuries or illnesses. Additional obligations include mandatory daily working‑time records introduced in 2019, the use of irregular‑hour distribution up to 10 % of total hours with five‑day notice and strict rest‑period safeguards, and the implementation of digital‑disconnection protocols, equality plans for firms with more than fifty employees, whistle‑blowing channels and digital‑device usage policies. The guide, authored by legal experts and industry consultants, synthesises statutory provisions and recent reforms to provide a comprehensive compliance checklist for developers, publishers and marketing teams operating within Spain’s
Promoted by: With support from: Promoted by: With support from: LÍNEA Covid-19<sub>CULTURA</sub> One more year, DEV, the Spanish Association of Video Games and Entertainment Software Producers and Development Companies, keeps its commitment to the sector it represents by publishing the White Paper on Spanish Video Game Development, the leading report that makes an in-depth analysis of the video game industry in our The White Paper, this year celebrating its seventh edition, is aimed at dev...
The Spanish video game development sector has emerged as a vital component of the national digital economy, characterized by rapid growth, high innovation, and a strong global orientation. As of 2013, the industry comprised 330 companies, largely concentrated in Madrid and Catalonia, with a workforce that is notably young and highly qualified. The sector generated 313.7 million euros in turnover in 2013, with projections suggesting a compound annual growth rate of 23.7% through 2017. This expansion is driven primarily by online distribution models, which account for 78% of industry revenue, and a robust export market that represents 56% of total sales. The industry is defined by its youth, with 68% of firms established within the last five years and 97% of capital originating domestically. Employment trends are equally positive; the sector supported 2,630 direct jobs in 2013, marking a 29% increase from the previous year, with a high proportion of permanent contracts. Despite this success, the industry faces significant challenges, particularly a talent gap, as 63.6% of businesses report difficulty finding qualified personnel. This highlights a misalignment between current educational curricula and the specialized technical demands of the video game market. To sustain this momentum, the sector advocates for an integrated support plan that includes fiscal incentives for research and development, public funding for prototypes, and streamlined internationalization efforts. Recommendations emphasize the need for specialized technology clusters, improved tax treatment for intangible assets, and stronger synergies with transversal industries such as health and education through the development of serious games. By addressing these structural needs and fostering closer collaboration between public administration, private investors, and academic institutions, the industry aims to solidify its position as a competitive, high-productivity leader within the European digital landscape.
LIBRO CENTRO UNIVERSITARIO Fando Eurapeo de DE TECNOLOGIA Y ARTE DIGITAL Ung manere de hacer Eurapa Asociación Española de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento 1 . INTRODUCCIÓN 05 2. CADENA DE VALOR DE LA INDUSTRIA DEL VIDEOJUEGO 07 2.1. Cadena de valor tradicional de la industria de videojuegos 08 2.2.