Updated Mar 17, 2026 by AEVI
Report · June 1, 2010
Published by AEVI
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.
Nº estudio: 9259 Responsable: Jan Böttcher ([email protected]) El Futuro del Videojuego Informe de resultados Informe de resultados
Planteamiento y objetivos ADeSe como Asociación Española de Distribuidores y Editores de Software de Entretenimiento, publica habitualmente información sobre el mercado de los videojuegos. En este sentido, ADeSe está interesado en disponer de información de campo para difundir y publicar en medios de comunicación y eventos destacados del sector. El tema que quería abordar en esta ocasión es EL FUTURO DEL VIDEOJUEGO: • Cómo se van a desarrollar los géneros de videojuegos en un futuro? Qué juegos se van a jugar en el futuro?. La importancia del videojuego social. • Desarrollo tecnológico del videojuego. Cómo será en el futuro? • Situación del videojuego en el entretenimiento. Qué papel jugará en el ocio del futuro? • Visión de los juegos online, juegos en el móvil ma
Metodología Universo Personas (internautas) de 14 a 44 años que juegan con videojuegos al menos una vez al mes. Tamaño Muestral TOTAL: N = 332 Error muestral con un nivel de confianza del 95% y suponiendo que p=q=50%: 5.2% Selección del Entrevistado Cuotas en sexo y edad (3 tramos), representativas para el universo Metodología Cuestionario auto-administrado online Duración de la entrevista 5 minutos aprox. ma
Descripción de la muestra Sin ponderar Ponderado Base: 332 332 abs. % abs. % Comunidad autónoma Andalucía 48 14 48 15 C.Valenciana 73 22 72 22 Madrid 56 17 56 17 Cataluña 48 14 48 15 País Vasco 13 4 13 4 Sexo Hombres 194 58 207 62 Mujeres 138 42 125 38 Edad 14 a 24 años 141 42 155 47 25 a 34 años 132 40 118 36 35 a 44 años 59 18 60 18 ma
Jugar a videojuegos es tan habitual como practicar deporte o salir con amigos Frecuencia con la que realiza las siguientes actividades A diario Con menor Más de 1 4 a 5x /semana frecuencia vez/ 2 ó 3x /semana 1x /semana 1x/15 días 1x /mes semana Jugar a videojuegos 21 11 24 18 15 10 56% Practicar deporte 12 13 31 15 7 6 16 56% Salir con amigos 11 14 33 26 8 6 3 58% Ir al cine 1 2% 1 11 16 25 45 Asistir a eventos 1 6% deportivos 13 9 10 9 66 Unidad: Porcentajes Base: Total (N=332)
Las mujeres juegan a los videojuegos de manera más ocasional Frecuencia con la que juega a videojuegos A diario 4 a 5x /semana Más de 1 2 ó 3x /semana 1x /semana 1x/15 días 1x /mes vez/ semana Hombres 25 15 25 16 11 9 65% Mujeres 14 5 23 23 23 13 42% Unidad: Porcentajes Base: Hombre (n=193); Mujeres (N=138)
The study commissioned by ADESE explores how video games are expected to evolve, focusing on technological, social and market dynamics and projecting scenarios up to 2025. It seeks to understand current player behaviours, perceived barriers to online play, and the aspirations of different user segments for future gaming experiences. Research combined three perspectives—regular gamers, industry experts and parents—through focus groups organized by Buzz Research. Participants were grouped by age (16‑18, 19‑23 and 25‑35) and by playing profile, distinguishing hardcore players, casual players and an emerging “Cani” segment that blends moderate skill with regular play. Findings reveal that hardcore gamers dominate online activity but still rely heavily on offline play, while casual players show limited interest in online modes due to slow connections, language obstacles, trust issues and unfamiliar payment models. Parents mirror casual attitudes, valuing online interaction mainly for its social companionship. Projected developments for the medium term (around 2015) include cloud‑based distribution, motion‑sensing controls, high‑definition 3D graphics and AI‑driven personalization, with an emphasis on cross‑device compatibility. Long‑term visions (2020‑2025) anticipate immersive virtual‑reality environments, multisensory holographic interfaces, voice‑controlled menus and highly customizable controllers, suggesting a shift toward fully online ecosystems and digital‑only delivery. Experts anticipate that 100 % of future games will be online, driven by anti‑piracy incentives, streamlined matchmaking, enhanced security and ubiquitous broadband. Beyond entertainment, respondents agree that gaming technology will expand into education, senior‑care, professional training and therapeutic applications, leveraging interactive simulations for language learning, psychomotor skill development, conflict resolution and cognitive rehabilitation. The overall outlook combines cautious optimism about technological breakthroughs with recognition of current infrastructural and cultural hurdles that must be addressed for widespread adoption.
The study, conducted in May 2010, projects the evolution of video‑games through the 2020‑25 horizon, arguing that immersive virtual‑reality experiences will become the dominant technological driver of the sector. By analysing current player demographics, consumption habits and emerging distribution channels, the research maps how the industry will restructure its business models while preserving the fundamental motivations and genre preferences that have long defined gaming. Present‑day online play is still largely the domain of “hardcore” gamers, yet a significant share of moderately hardcore users—53 %—report connection latency as a primary pain point. This dissatisfaction is expected to accelerate the shift toward higher‑bandwidth, low‑latency networks that can support the projected surge in immersive content. The forecast anticipates that roughly 68 % of all game sales will be conducted through virtual stores or server‑based platforms, eliminating the need for physical distribution. Future revenue streams are projected to diversify across several complementary models: periodic free expansions, low‑cost add‑ons priced around three euros, flat‑rate monthly subscriptions that may be tied to specific devices, micro‑transactions, and ad‑supported versions. Despite these commercial innovations, core genres, narrative settings and player motivations are predicted to remain largely stable, with the home environment continuing to serve as the principal venue for play, albeit increasingly complemented by mobile and cloud‑based access points. Overall, the analysis underscores a transition toward fully digital acquisition and consumption, driven by advances in immersive technology and network infrastructure, while the cultural and experiential foundations of gaming persist across the coming decade.
The study commissioned by the Spanish Association of Distributors and Publishers of Entertainment Software aims to map the profile, habits and concerns of Spanish video‑game players as of 2011, positioning Spain within the broader European market. Spain ranks as the fourth largest European video‑game market, with sales exceeding €1.245 billion in 2010, while the continent records a 25.4 % adult gaming penetration (79.2 million regular players). In Spain, 24 % of adults play regularly, and the most active segment is aged 7‑34, representing 45.3 % of the population. The typical gamer is 32 years old, with women accounting for 40 % of players over 15 years. Over half are married or cohabiting, and 43 % devote between one and five hours per week to gaming. Lifestyle data show that 70 % of gamers frequently engage in outdoor activities such as walking, café visits or restaurant meals, while 61 % exercise regularly. Health awareness is high: 57 % prioritize nutritious food, and 75 % actively practice environmental stewardship through recycling and energy‑saving habits. Values analysis reveals a predominance of hedonistic (≈25 %) and authentic (≈19 %) orientations, followed by social‑rational and aspirational profiles (each around 15 %). Expectations for the next decade are strong: 90 % foresee gaming becoming a universal pastime, with 55‑88 % anticipating virtual‑reality immersion, multisensory experiences and a shift toward educational, medical and professional applications. The research draws on GfK Emer Ad Hoc surveys conducted across Europe in 2009‑2010, combining sales figures, penetration rates and attitudinal questionnaires to deliver a comprehensive portrait of Spanish gamers.
The study investigates how video‑games are consumed in Spain, focusing on family interaction, the adoption of parental‑control tools, and the impact of streaming personalities on player behaviour. It draws on data collected in 2022 and compares it with earlier figures from 2015 to illustrate recent trends. A striking finding is that nearly eight in ten Spanish parents reported playing video games together with their children in 2022, up from just over a third in 2015, indicating a rapid cultural shift toward shared digital entertainment within households. Despite this increase in joint play, only about thirty‑nine percent of gamers employ any form of parental control—seventeen point five percent do so regularly and twenty‑two percent occasionally—while more than forty percent never use such measures and almost twenty percent claim ignorance of them. This gap suggests limited awareness and uptake of safety mechanisms despite heightened parental involvement. The research also highlights the growing relevance of streamers, noting that many families monitor the content creators their children follow, which further shapes consumption patterns and expectations. Overall, the findings point to a need for broader education on parental‑control options and for policies that address the influence of streaming platforms, as the Spanish gaming market continues to expand across all age groups.