Updated Mar 17, 2026 by AEVI
Report · December 16, 2015
Published by AEVI
The study aimed to gauge the penetration of video games among Spanish adults, map the demographic profile of adult gamers, explore attitudes and usage habits, compare adults with and without children, and assess purchase intentions for the 2015 holiday season. Conducted nationwide in November 2015, it surveyed 1,000 individuals aged 18 and over via telephone CATI interviews, yielding a margin of error of ±3.09 percent. Overall, 38.9 percent of Spanish adults reported playing video games, while 61.1 percent did not. Play rates were highest among 18‑ to 29‑year‑olds, with three‑quarters engaging in gaming, and remained substantial for the 30‑44 age group at 54.3 percent. Men were more active than women (45.3 percent versus 32.8 percent), though women with children showed a higher participation rate (36.9 percent) than those without (30.1 percent), whereas the opposite pattern held for men. About 46.9 percent of gamers were occasional (at least monthly) and 41.5 percent habitual (weekly or daily), with habitual players being 60 percent male. Among habitual parents, 83.1 percent had children under nine, and 64.9 percent believed gaming strengthened parent‑child bonds, especially younger parents. Education correlated with gaming intensity: 63.7 percent of habitual players held secondary or university qualifications. Consoles remained the dominant platform (61.1 percent), favored by men (66.2 percent), while women preferred smartphones (57.6 percent). Approximately 36.2
Madrid,16 diciembre 2015 ESTUDIO “VIDEOJUEGOS Y ADULTOS” AEVI ASOCIACION ESPANOLA DE VIDEOJUEGOS
W Conocer la penetración de los videojuegos en la población adulta. * Hacer una radiografía del perfil de videojugador adulto. Mostrar las percepción de los adultos sobre los videojuegos y sus hábitos de uso. Analizar las diferencias de adultos con hijos y sin hijos. Evaluar la intención de compra de videojuegos durante la próxima campaña navideña.
• Población: mayores de 18 años. • Ámbito: nacional. • Muestra: 1. 000 entrevistas. • Margen de error: de ±3, 09% • Trabajo de campo: 20- 24 de noviembre. • Cuestionario: estructurado. • Entrevista: telefónica a través de un sistema CATI.
> **[Chart page]** This page contains visual data — view in PDF for the best experience. “Sólo el 16,8% de los adultos considera que ₗₒₛ videojuegos son algo exclusivamente para niños y jóvenes “ 38,90% “El 38,9% de los adultos NO SÍ españoles juega a videojuegos “ 61,10% 12,7 12,7 Ocasionales De los hombres el45,3%juega y de Habiuales D las mujeres el32,8% 26,2
> **[Chart page]** This page contains visual data — view in PDF for the best experience. “<sub>La </sub> franja de edad se amplía: de los adultos de entre 30 y 44 años, el 54,3% juega a videojuegos “ 7,3 27,9 65 y más 45- 64 18- 29 76 De los adultos de entre 18 y 29 años, tres de cada cuatro juegan a videojuegos. 30- 44 30-44 54,3 54.3
Hombres sin hijos Mujeres sin hijos 47,2% 30,1% Hombres con hijos Mujeres con hijos 42,2% T 36,9% El porcentaje de mujeres con hijos que juegan a videojuegos es mayor (36 ,9%) que el de las mujeres sin hijos (30,10%). En el caso de los hombres es a la inversa. Los que no tienen hijos son los que más juegan: 47,2% versus 42,2%.
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.
The research investigates contemporary Spanish parental attitudes toward video gaming, focusing on usage patterns, perceived competence, and consumer behavior during the 2014 holiday season. It reveals that a substantial majority—84 %—of parents actively play video games and consider themselves technologically equal to or more knowledgeable than their children. This confidence translates into a notable educational dimension, with 40 % of parents employing games as learning tools for their offspring. Family interaction emerges as a key driver, as more than half of the surveyed parents have maintained or increased their gaming time after becoming parents, citing shared play as a primary motivator. Economic analysis shows a modest decline in overall holiday spending on games compared with the previous year; however, parents who identify as gamers intend to allocate higher expenditures than non‑gamer parents. Video games rank as the most coveted Christmas gift for half of the children surveyed, with a particular preference for physical console titles. Overall, the findings underscore a robust integration of gaming within Spanish households, highlighting parental confidence, educational utilization, and sustained consumer demand despite slight seasonal spending fluctuations. The study’s scope encompasses Spanish families during the December 2014 period, offering insight into parental influence on market dynamics across both digital and physical gaming segments.
The November 2009 aDeSe study set out to map the usage patterns and habits of video‑game players across Spain, providing a statistically robust portrait of the market for stakeholders seeking to understand consumer behavior. A nationally representative sample of 4,254 residents aged fifteen and older was surveyed, delivering results with a ±1.5 % margin of error at the 95 % confidence level. The research encompassed all Spanish households, capturing data on technology ownership, demographic characteristics, and geographic distribution of gamers. Findings reveal that personal computers remain the dominant platform, with 58 % of households reporting PC ownership, while 35 % possess a dedicated video‑gaming console. This indicates a strong convergence between general computing and interactive entertainment within Spanish homes. The demographic profile shows that the majority of active gamers reside in municipalities ranging from ten thousand to fifty thousand inhabitants, a segment that accounts for 26 % of the gaming population, underscoring the importance of medium‑sized towns as key hubs of gaming activity. Overall, the study highlights a mature gaming ecosystem in Spain, characterized by widespread access to PC hardware and a substantial, though smaller, console base. The concentration of players in mid‑size municipalities suggests that market strategies should consider regional nuances, while the high penetration of computing devices points to opportunities for cross‑platform content and services.
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.