Updated Mar 17, 2026 by AEVI
Report · May 1, 2010
Published by AEVI
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.
Informe de resultados ¿Cómo se proyecta el videojuego del futuro? Cliente: ADESE Número estudio: 9127 Personas de contacto: Iñigo Palao y Soraya Elche
Objetivo GENERAL Entender cómo el consumidor proyecta el videojuego del futuro, en todas sus dimensiones. Atendiendo a: Qué se dice en la red Qué piensa el público Buzz Research Expertos, jugadores y padres
Metodología 3 públicos/ puntos de vista 3 RG CON JUGADORES K 3 EP CON EXPERTOS 1 RG CON PADRES Elevada frecuencia de juego Con hijos jugadores Personas con un elevado conocimiento del mercado Conocimiento de la oferta Y jugadores ellos mismos (prensa, crítica, blogs) Tramos de edad: 16-18;19-23; 25-35 + Buzz Research
¿Qué perfiles de jugadores existen? Conviven dos grandes universos mayoritarios 9 JUGADOR HARDCORE o ‘De toda la vida’ Intensivo: juega muchas horas. Experto: lleva años jugando. Exigente con juegos y marcas. Informado: conoce el mercado y comparte información en la red. Apología del mando clásico. Doble pauta de consumo: compra más juegos y son más caros; pero piratea (y mucho). JUGADOR CASUAL Esporádico: Juega pocas horas. Neófito: se ha incorporado con Wii y/o Nintendo DS Maleable: se basa en información superficial (generalista, packaging…) Prefiere detección de movimiento (el mando como fuerte barrera). Compra menos juegos y más baratos, pero no piratea y han comprado muchas consolas. CANI – CASUAL / GRAMERS Y un incipiente Juegos de complejidad media, mayor perfil intermedio práctica/habilidad que los casual, frecuencia de juego media…
¿Qué perfiles de jugadores existen? Con distintas motivaciones de juego, aunque comparten la principal: 10 Diversión-Entretenimiento Desconexión, disfrute, evasión Motivación intrínseca muy potente, satisfecha a través de través de diferentes elementos: Hardcore Casual Psicoemocional: Social: relación con Padres Autosuperación, reto personal. amigos y familia, vía de Sensación de control. socialización. Compartir momentos Funcional: aprender, con la familia, modo de Psicosocial: superar al resto, ejercitar, hacer deporte... comunicación con los hijos. competitividad. Competición y El resto de motivaciones también están presentes. Vivir en otros mundos de autosuperación en fantasía: ‘puedes hacer cosas segundo plano. que en la realidad no’
¿Cómo juegan y con qué dispositivos? La tendencia es… Participan del mundo casual en 11 situaciones sociales, o con cierta Hardcore compañía, y también pueden disfrutar. Casual En casa Disfruta del juego en soledad En casa En movilidad ‘Que nadie me moleste’ (más frecuente y/o relevante que en HC) Autosuperación. Con amigos y/o familia Y, en ocasiones, con amigos jugadores ‘Cuantos más, mejor’ Solos, en ‘ratos como él (presencial u online, según Juegos sociales: Wii. muertos’. tiempo, cercanía …) Complementa. Competitividad. Secundariamente, solos o con otra persona: móvil, NDS, PC. Videoconsola (PS y XBOX), Cuando no hay posibilidad de complementada con PC para algunos. reunión. Menos juego en móvil y PSP. Aunque también depende del juego en sí (‘con historia, solo; de competición, con otros’) , el
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 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.
The global gaming industry is undergoing a generational transformation, evolving from a niche hobby into a pervasive cultural and economic force. This transition is characterized by a shift from traditional PC and console play toward a diversified ecosystem defined by mobile accessibility, free-to-play models, and the convergence of playing, watching, and social interaction. By 2022, the industry reached a state of "lifetime gamers," with a projected trajectory toward cross-market disruption by 2027. Market data highlights the massive scale of this sector, with approximately 2.7 billion gamers globally and 1.3 billion spenders. The COVID-19 pandemic significantly accelerated this growth, leading to a $16 billion upward adjustment in 2020 revenue forecasts. Mobile gaming has emerged as the dominant segment, accounting for 49% of global consumer revenues. Furthermore, the rise of cloud gaming is expected to generate $4.8 billion in revenue by 2023, supported by major infrastructure plays from companies like Microsoft, NVIDIA, and Tencent. Consumer behavior is also shifting, as evidenced by Newzoo’s segmentation which identifies diverse personas ranging from "Hardware Collectors" to "Backseat Viewers." Notably, 29% of enthusiasts do not rank playing as their primary interest, focusing instead on viewing or hardware. This engagement extends into new value chains, including in-game e-commerce—where players purchase physical goods directly through apps—and the integration of gaming with traditional media and travel industries. The competitive landscape is defined by technological innovation and strategic content plays. While Sony emphasizes exclusive titles for its hardware, Microsoft focuses on subscription-based services. Simultaneously, the rise of esports and live-streaming has created new opportunities for celebrity engagement and music integration. As mobile esports viewership sees exponential growth on platforms like YouTube, the industry continues to blur the lines between casual and core gaming experiences, driven by global studios and empowered creator communities.
The research surveyed more than 24,000 active gamers from 21 nations on six continents, representing a broad cross‑section of the global gaming population (average age 41, 48 % female). Its central thesis is that video games function as a powerful catalyst for cognitive, social, educational, and mental‑health benefits, extending far beyond entertainment. Across all regions, a majority of players report gaming primarily for fun (56 %), stress relief (55 %) and mental stimulation (46 %). Mobile devices dominate usage (55 % of respondents), followed by PCs/laptops and consoles, while 73 % say gaming reduces feelings of isolation and 81 % view it as mentally stimulating. Perceived skill development is strong: 77 % associate gaming with enhanced creativity, 74 % with problem‑solving, and substantial portions note improvements in teamwork, resilience and social interaction. The survey highlights a professional impact, with 43 % globally—reaching 76 % in Nigeria and 70 % in India—believing gaming positively shaped their education or career. Mental‑health outcomes are equally pronounced; 70‑90 % report reduced stress, increased happiness and a healthier outlet for daily challenges, with the highest well‑being scores in India, Nigeria and Mexico. Online multiplayer is identified as the primary social connector, cited by up to 96 % of respondents. Complementary academic research corroborates these findings, showing that digital games boost learning engagement, reading skills and decision‑making, while immersive technologies such as AR/VR enhance performance in high‑stress professional settings, including medical surgery and aerospace training. Collectively, the evidence positions video games as a validated tool for skill development, education, and mental‑health recovery across diverse global markets.