Games - Spain

  • Spain
  • In Spain, revenue in the Games market is projected to reach US$3,889.00m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.10%, resulting in a projected market volume of US$5,230.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is estimated to reach US$128.10bn in 2024.
  • Within the Games market in Spain, the number of users is anticipated to reach 18.2m users by 2029.
  • User penetration in Spain will be 34.0% in 2024 and is expected to increase to 38.7% by 2029.
  • The average revenue per user (ARPU) in Spain is projected to amount to US$948.30.
  • In Spain, the Games in the Media market is increasingly embracing interactive storytelling, enhancing user engagement and reshaping traditional media consumption habits.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Spain has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Spanish consumers have shown a strong preference for video games across various platforms, including consoles, PCs, and mobile devices. This can be attributed to the increasing popularity of online gaming and the availability of a wide range of game genres and titles. Additionally, the rise of esports and competitive gaming has further fueled the demand for video games in Spain.

Trends in the market:
One of the key trends in the Spanish Games market is the shift towards digital distribution. Consumers are increasingly opting to download games directly onto their devices, rather than purchasing physical copies. This trend is driven by the convenience and accessibility of digital games, as well as the growing popularity of online multiplayer gaming. As a result, digital sales have been growing steadily, contributing to the overall growth of the market. Another trend in the market is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and tablets, mobile gaming has become a major segment of the Games market in Spain. The availability of high-quality mobile games and the convenience of playing on-the-go have attracted a large number of consumers. This trend is expected to continue as mobile devices become more powerful and capable of delivering immersive gaming experiences.

Local special circumstances:
Spain has a vibrant gaming culture, with a strong community of gamers and game developers. The country hosts several gaming events and conventions, which attract both local and international participants. This has helped to create a supportive environment for the growth of the Games market in Spain. Additionally, the Spanish government has implemented policies to promote the development of the gaming industry, including tax incentives for game developers and support for esports events.

Underlying macroeconomic factors:
The growth of the Games market in Spain can also be attributed to underlying macroeconomic factors. The Spanish economy has been recovering from the financial crisis, leading to increased consumer spending power. As a result, consumers are more willing to invest in entertainment and leisure activities, including video games. Furthermore, the availability of high-speed internet and the widespread adoption of broadband connections have facilitated online gaming and digital distribution. In conclusion, the Games market in Spain is experiencing significant growth, driven by changing customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards digital distribution, the popularity of mobile gaming, and the supportive gaming culture in Spain are key trends shaping the market. With the continued growth of the Spanish economy and the increasing availability of high-quality games, the Games market in Spain is expected to continue its upward trajectory.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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