Concentration decreased in video games in Spain over 2019-2024, as the top five companies accounted for 51% of value sales in 2024, compared to 56% in 2019. This figure is also slightly below the Western European average of 54%.
Valve Corporation’s Steam Deck has upended the conventional wisdom that hand-held consoles are a thing of the past. The device has disrupted traditional gaming setups and revitalised the hand-held consoles category.
Despite a consistent increase in sales of video games software in Spain, the category has faced significant challenges in maintaining localised innovation. Although a notable rise in revenue has been seen, the closure of studios such as Tequila Works and Novarama, known for their contributions to Spain's innovative gaming landscape, has been a consequence of a disconnect between investor expectations and the realities of the market.
After the PlayStation 5 launch in 2023, there were no significant local software or hardware launches in Spain in 2024. The PlayStation 5 Pro received a lukewarm reception, unlike the positive buzz surrounding the Meta Quest 3 S.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Spain with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Spain, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsThis report originates from Passport, our Video Games research and analysis database.
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