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Cover of Insurance in the Video Game Sector: Spain
Report16 pages

Insurance in the Video Game Sector: Spain

The guide explains that insurance is a critical safeguard for video-game development in Spain, where tight schedules, complex technical workflows and the involvement of multiple parties create a range of legal and financial exposures.

  • Spanish video game developers face critical financial and legal exposures from project delays, software bugs, cyber-attacks, and intellectual property infringements.
  • Professional Liability Insurance (PLI) and Errors & Omissions (E&O) policies are essential to mitigate risks related to contractual failures and professional errors.
  • Cybersecurity insurance is required to address specific threats including ransomware, data-protection breaches, and the transmission of computer viruses.
AEVIJan 2025
Cover of Taxation in the Video Game Sector: Spain
Report18 pages

Taxation in the Video Game Sector: Spain

The guide explains the tax framework that applies to video-game companies operating in Spain, outlining both mandatory obligations and the range of incentives available to reduce fiscal burdens.

  • Resident video game companies in Spain are subject to a 25% corporate income tax rate, while qualifying start-ups can access a reduced 15% rate for four tax periods.
  • The Canary Islands offer a highly competitive 4% corporate tax rate and exemptions on property-transfer and IGIC taxes for companies meeting specific investment and employment criteria.
  • R&D and technological innovation expenses qualify for a 12% tax credit, capped at 25–50% of total tax liability, alongside a patent-box regime that reduces the taxable base for advanced software.
AEVIJan 2025
Cover of Aspectos Laborales en el Desarrollo de Videojuegos
Report16 pages

Aspectos Laborales en el Desarrollo de Videojuegos

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.

  • Misclassifying contractors as 'falso autónomo' carries severe financial risk, including Social Security back-payments of up to €50,000, fines of €3,750 to €12,000 per case, and additional penalties of 100–150% of owed contributions.
  • Indefinite contracts are the mandatory default under the 2022 labour reform, with improperly formalised temporary contracts triggering automatic conversion to permanent status and fines ranging from €751 to €7,500 per worker.
  • Violations of occupational risk prevention laws, particularly regarding 'crunch' culture, can result in fines reaching up to €983,736 and potential civil liability for work-related health issues.
AEVIJan 2025
Cover of Guía sobre derechos de los consumidores, publicidad y protección de datos: España
Whitepaper14 pages

Guía sobre derechos de los consumidores, publicidad y protección de datos: España

The guide serves as a practical reference for video-game publishers, developers and marketers operating in Spain, outlining how consumer-protection, advertising and data-privacy regulations apply to digital game products.

  • Digital game consumers in Spain are entitled to the same legal protections as physical goods buyers, including a mandatory 14-day withdrawal period and protection against abusive contract clauses.
  • Data privacy regulations require explicit parental consent for processing the personal data of users under 14, necessitating documented verification procedures.
  • Advertising standards strictly prohibit concealed sponsorships, misleading urgency, and fake reviews, while mandating that influencer promotions include clear sponsorship disclosures.
AEVIJan 2025
Cover of La Fiscalidad en el Sector de los Videojuegos: España
Report18 pages

La Fiscalidad en el Sector de los Videojuegos: España

The guide aims to clarify the tax framework that applies to video-game developers, publishers and related service providers operating in Spain, outlining both mandatory obligations and available fiscal incentives.

  • Video game companies in Spain can access a 12% tax deduction for qualifying R&D+i expenses, which increases to 45% for projects developed in the Canary Islands.
  • Start-ups meeting ENISA criteria qualify for a reduced 15% corporate tax rate for four years, along with exemptions from advance payments and deferred tax liabilities.
  • The standard corporate income tax (IS) rate in Spain is 25%, while personal income tax (IRPF) for self-employed professionals ranges from 19% to 47%.
AEVIJan 2025
Cover of Videojuegos en el Aula: ¿Qué se está haciendo en España? Manual para docentes 2025
Report43 pages

Videojuegos en el Aula: ¿Qué se está haciendo en España? Manual para docentes 2025

Video games have become a central cultural and educational tool in Spain, where more than 22 million people—over half of them women—play an average of 8.2 hours each week.

  • Spain’s gaming ecosystem is supported by over 22 million players, with women accounting for more than half of the user base and an average weekly playtime of 8.2 hours.
  • Educational integration is facilitated by a standardized infrastructure of platforms including Dok Student, Cokitos, Mundo Primaria, Eutopía, and Escapeweb.
  • Publicly funded titles like ABC Dinos, BookyPets, and Quijote: Quest for Glory utilize RPG and tower-defense mechanics to improve early literacy, while games like Dîrok and El Enigma de Toledo support STEM and history curricula.
AEVIJan 2025
Cover of Big Games Industry Employment Survey 2025: Salaries, Compensation Trends and State of the Games Sector in Europe
Report74 pages

Big Games Industry Employment Survey 2025: Salaries, Compensation Trends and State of the Games Sector in Europe

The European games industry entered 2025 in a state of significant distress, characterized by widespread layoffs, stagnant wages, and a sharp decline in employee well-being.

  • The European games industry is in a state of contraction, with 26% of professionals experiencing layoffs and 39% of junior-level talent exiting the sector entirely.
  • Financial stability has become the primary motivator for 87% of the workforce, leading many to accept pay cuts or inferior contract terms to maintain employment.
  • Over 50% of the workforce reports suffering from professional burnout, while 67% of companies now lack dedicated diversity and inclusion specialists.
InGameJob & Values ValueJan 2025
Cover of Unlocking Games Revenue: Player Behavior and Payment Trends in the West
Report27 pages

Unlocking Games Revenue: Player Behavior and Payment Trends in the West

Unlocking Games Revenue: Player Behavior and Payment Trends in the West examines the evolving monetization landscape across North America and Europe.

  • Growth in mature Western markets is plateauing, with projected 2027 CAGRs of only 1.1% in North America and 3.1% in Europe, shifting the focus to maximizing value from existing players.
  • North America and Europe represent 46% of global gaming spend despite housing only 20% of the global player base.
  • North American players spend an average of $324.90 annually, significantly higher than the $125.40 average annual spend per payer in Europe.
Newzoo & TebexJan 2025
Cover of Can Alternative App Stores Thrive Post-DMA?
68 min
Naavik68 min

Can Alternative App Stores Thrive Post-DMA?

The mobile application ecosystem is undergoing a fundamental transformation as regulatory interventions, most notably the European Union’s Digital Markets Act, dismantle the long-standing duopoly held by Apple and Google.

  • The EU’s Digital Markets Act is dismantling the Apple and Google mobile duopoly to foster a fragmented, competitive ecosystem modeled after the diverse multi-store landscape of the Chinese market.
  • Aptoide has scaled to 430 million annual users and 10 billion cumulative downloads, currently processing approximately $87 million in annual transactions.
  • Alternative app stores are incentivizing developers with more favorable revenue splits, such as Aptoide’s 90/10 model for direct-to-consumer distribution.
NaavikNov 2024
Cover of Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project
Report117 pages

Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project

The Games in Schools 2023-2024 research project provides a comprehensive analysis of the integration of video games into formal education across 26 European countries.

  • While 53% of Europeans play video games and the industry exceeds €25 billion in annual revenue, only 36% of surveyed teachers currently use games in the classroom, with 63% explicitly requesting more professional training.
  • Teachers who do integrate games report significant improvements in student motivation, problem-solving, and psychological capital, noting particular efficacy for special-needs, low-performing, and female students.
  • The primary barriers to adoption include a lack of curriculum-aligned titles, insufficient hardware and broadband infrastructure, and parental concerns regarding screen time and data privacy.
European SchoolnetNov 2024
Cover of Videojuegos en Aulas Europeas: Resultados del Proyecto de Investigación 'Juegos en las Escuelas 2023-2024'
Report139 pages

Videojuegos en Aulas Europeas: Resultados del Proyecto de Investigación 'Juegos en las Escuelas 2023-2024'

The study evaluates how video-games are being integrated into European primary and secondary classrooms and argues that, while games hold clear potential to enhance motivation, cognition and 21st-century competencies, systematic support is still required to translate research into widespread practice.

  • 36% of the 1,474 European teachers surveyed currently integrate video games into their lessons, with over half of those users employing them regularly.
  • The primary barriers to adoption are the difficulty of finding age-appropriate, curriculum-aligned, and GDPR-compliant games (45%) and technical limitations such as inadequate hardware or internet access (42%).
  • Teacher digital competence has risen to a self-reported 7.7/10 since the 2009 baseline, supported by more positive attitudes and increased backing from school leadership.
European SchoolnetNov 2024
Cover of Panel: Is the Digital Markets Act Really Changing the Mobile Games Market for the Better?
38 min
PocketGamer.biz38 min

Panel: Is the Digital Markets Act Really Changing the Mobile Games Market for the Better?

The Digital Markets Act represents a pivotal regulatory effort to dismantle the long-standing duopoly of Apple and Google within the mobile gaming ecosystem.

  • The Digital Markets Act (DMA) aims to open mobile markets by allowing alternative app stores and direct-to-consumer distribution, though Apple and Google continue to implement restrictive measures that complicate user adoption and obfuscate installation processes.
  • Apple’s post-DMA terms include a 'Core Technology Fee' of 50 cents per year per user for any app install exceeding the 1 million threshold, which significantly impacts the cost structure for high-volume developers.
  • Developers are increasingly adopting direct-to-consumer strategies, such as web stores and in-game payment SDKs, to bypass platform fees and regain control over their player relationships and profit margins.
PocketGamer.bizOct 2024

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