Gaming is a routine activity for 56% of Spanish players, with a notable gender gap where 65% of men play regularly compared to 42% of women.
90% of respondents expect gaming to reach ubiquity across all age groups, including older generations, by 2020.
78% of players anticipate a shift toward highly social gaming experiences, predicting that solitary play will become a rarity.
Nearly 90% of participants expect 3D rendering to become the industry standard and predict that motion-detecting devices will replace conventional controllers.
72% of respondents foresee an increase in online play, with men primarily favoring competitive environments while women prioritize social interaction.
Beyond entertainment, users identify significant potential for VR in non-gaming sectors, specifically citing surgical simulation, real-estate, e-commerce, and education.
The study set out to explore how Spanish video‑game players envision the medium’s evolution, focusing on genre development, social dimensions, technological advances, and the role of online and mobile gaming. It surveyed internet users aged 14‑44 who play at least once a month, using a quota‑based online questionnaire administered to a nationally representative sample of 332 respondents, with a 95 % confidence level and a 5.2 % margin of error. The sample reflects the regional distribution of Spain and is balanced by gender and three age brackets.
Findings show that gaming is as routine as sport or social outings, with 56 % of participants engaging in video games several times a week. Men play more frequently than women (65 % versus 42 % regular play). A striking 90 % anticipate that by 2020 gaming will be ubiquitous across all ages, including grandparents, and 78 % expect it to become highly social, with solitary play becoming rare. Nearly nine out of ten respondents believe most games will be rendered in 3D and that conventional controllers will be replaced by motion‑detecting devices, while older players (35‑44) express the strongest confidence in full‑immersion virtual reality.
The most appealing VR scenarios involve traveling to fantastical locations and learning new skills, interests that are especially pronounced among women, whereas men favor sports‑oriented experiences. Respondents also foresee extensive non‑gaming uses for VR, such as surgical simulation, virtual real‑estate tours, e‑commerce, and education from primary to university levels. Regarding online play, 72 % predict increased activity, with men leaning toward competitive environments and women toward social interaction. Parallel trends include a rise in home‑based cinema, social‑media use, and overall digital entertainment.