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Documents

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 Videojuegos en el Aula: Guía para un Aprendizaje Adecuado
Report64 pages

Videojuegos en el Aula: Guía para un Aprendizaje Adecuado

The guide argues that video games, when deliberately selected and scaffolded, can become powerful learning tools across primary, secondary and vocational settings.

  • Video games are effective pedagogical tools that improve cognitive functions like memory and problem-solving, with studies such as Parker & Thomsen (2019) linking game mechanics to measurable gains in literacy and clinical ADHD assessment.
  • The global games market now encompasses over three billion active players, including 70% of Europeans aged 6–24, providing a massive, accessible platform for cooperative and project-based learning.
  • Educational integration is most successful when educators use a continuum from free play to structured activities, utilizing titles like Minecraft and Assassin’s Creed Discovery Tour to support interdisciplinary curricula.
European SchoolnetAug 2023
Cover of Impacto de la aplicación de sistemas de incentivos fiscales en la industria de videojuegos: España
Report159 pages

Impacto de la aplicación de sistemas de incentivos fiscales en la industria de videojuegos: España

The analysis evaluates how a targeted fiscal-incentive regime would reshape Spain’s video-game industry, arguing that a 20% corporate-tax credit for developers could expand sector turnover from €1.435 billion in 2022 to roughly €5.5 billion by 2028—a compound annual growth rate of about 27%—and raise full-time employment from…

  • Implementing a 20% corporate tax credit for developers is projected to grow Spain’s video game sector turnover from €1.435 billion in 2022 to €5.5 billion by 2028, representing a 27% compound annual growth rate.
  • The proposed fiscal incentives are expected to increase full-time employment in the industry from under 10,000 jobs to more than 23,000 by 2030.
  • The tax regime is forecast to be net-positive for the Treasury, generating €1.9 billion in direct contributions plus an additional €1.0 billion through reinvestment and consumer spending.
AEVIJun 2023
Cover of White Paper Catalan Video Game Industry 2023
Report33 pages

White Paper Catalan Video Game Industry 2023

The 2023 white paper on Catalonia’s video-game industry presents a detailed assessment of the sector’s economic performance and labour dynamics for the year 2022.

  • Catalonia’s video game industry generated €709 million in revenue during 2022, representing a 7.5 percent decline from the previous year.
  • Total employment in the sector grew by 8.7 percent in 2022, reaching a workforce of 4,619 people.
  • The simultaneous decrease in revenue and increase in headcount indicates a strategic shift toward more labor-intensive development and ancillary service activities.
DEVJan 2023
Cover of Videojuegos en el aula
Report14 pages

Videojuegos en el aula

Spanish educators are progressively integrating video games into classroom practice, positioning interactive media as legitimate learning tools rather than mere entertainment.

  • Video games are being integrated into over 1,000 Spanish schools as legitimate pedagogical tools to teach subjects ranging from mathematics and language to civic values and mental health.
  • The Spanish educational ecosystem utilizes a diverse portfolio of serious games, including Minecraft Education Edition, EduZland, BetterWorld, Planet Rescuers, Koral, Endling, and Teacher+.
  • Game-based learning in Spain is supported by a broad coalition of major global publishers, including Riot Games, Ubisoft, and Take-Two Interactive, alongside specialized university-based game schools.
AEVIJan 2023
Cover of Llibre Blanc d’Accessibilitat per al Desenvolupament de Videojocs
Report111 pages

Llibre Blanc d’Accessibilitat per al Desenvolupament de Videojocs

The central thesis is that video-game accessibility must be embedded from the earliest design stages, using a standardized, non-subjective evaluation framework, to achieve universal inclusion while avoiding the steep costs of retro-fitting.

  • Accessibility must be integrated during early design phases to avoid the high costs of retrofitting, utilizing the European EN 301 549 ICT-accessibility standard as a foundational framework.
  • The global gaming market includes over three billion players, with approximately 400 million individuals living with a disability and 18 million regular players in Spain.
  • The Ga11y portal, launched in July 2022, provides a catalogue of 28 star-rated accessibility guidelines that map specific technical solutions to visual, auditory, motor, speech, and cognitive impairments.
AEVIJan 2023
Cover of Estudio sobre el Consumo de Videojuegos entre la Población Adulta Española y en Familia
Report42 pages

Estudio sobre el Consumo de Videojuegos entre la Población Adulta Española y en Familia

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.

  • Shared family gaming in Spain has surged significantly, with nearly 80% of parents playing with their children in 2022 compared to just over 33% in 2015.
  • Parental control adoption remains low, as only 39% of gamers use these tools, with 17.5% using them regularly and 22% occasionally.
  • A significant portion of the gaming population is disengaged from safety measures, with over 40% of users never employing parental controls and nearly 20% reporting they are unaware of their existence.
AEVIJan 2023
Cover of Libro Blanco de Accesibilidad para Desarrolladores
Report114 pages

Libro Blanco de Accesibilidad para Desarrolladores

The core thesis emphasizes that video-game accessibility must be embedded from the earliest design stages, rather than added later, because retro-fitting dramatically inflates development time and cost.

  • Accessibility must be integrated during the earliest design stages to avoid the significant cost and time inflation associated with retrofitting features.
  • Approximately 400 million of the 3 billion global gamers live with some form of disability, making inclusive design a critical market consideration.
  • The framework categorizes over 30 accessibility measures into a 5-star system, ranging from basic joystick swapping and puzzle-skipping to advanced sign-language interpretation and text-to-voice features.
AEVIJan 2023
Cover of Videojuegos en el Aula: Qué se está haciendo en España
Report38 pages

Videojuegos en el Aula: Qué se está haciendo en España

The integration of video games into the Spanish educational system represents a significant shift toward utilizing interactive media as a versatile pedagogical tool.

  • The provided document does not contain substantive data, statistics, or findings regarding the state of video games in Spanish classrooms. The content is limited to a meta-discussion about potential ways to summarize a report rather than the report itself. Consequently, no factual insights regarding the integration of video games in education can be extracted from the provided text.
AEVIJan 2023
Cover of Llibre Blanc de la Indústria Catalana del Videojoc 2022
Report32 pages

Llibre Blanc de la Indústria Catalana del Videojoc 2022

The 2022 white paper evaluates the state of Catalonia’s video-game sector, arguing that while the region has become an increasingly attractive hub for development, persistent structural constraints—particularly in talent supply and financing—limit its growth potential.

  • Catalonia's video-game sector faces a significant talent bottleneck, with 59% of studios reporting ongoing difficulties in recruiting qualified personnel.
  • Foreign direct investment in the region saw a major surge, with five new projects injecting €39.5 million into the local economy.
  • Employment opportunities within the Catalan video-game industry grew by 32% year-on-year, resulting in 377 new jobs.
DEVJan 2022
Cover of Uso de Videojuegos Didácticos en el Aula: Pautas para el Éxito del Aprendizaje
Report102 pages

Uso de Videojuegos Didácticos en el Aula: Pautas para el Éxito del Aprendizaje

The central aim is to furnish educators with an evidence-based framework for selecting, deploying and assessing video-games that serve pedagogical goals, arguing that, when moderated and integrated with clear learning objectives, digital games can substantially enrich cognition, spatial-motor development, ICT competence and…

  • Structured integration of video games into curricula—supported by teacher-led debriefing and clear learning objectives—significantly improves student performance in mathematics, geography, health, ethics, and language.
  • National initiatives like 'The Good Gamer' have successfully scaled game-based learning to over 1,000 schools, demonstrating measurable gains in student engagement, competency tracking, and interdisciplinary learning.
  • Effective pedagogical deployment relies on selecting age-appropriate titles based on PEGI ratings and utilizing a taxonomy that matches specific genres, such as RPGs or simulations, to targeted cognitive and technical competencies.
EUN Partnership AISBLJan 2022

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