COMPETITIVE LANDSCAPE
PlayStation stays ahead of Nintendo in video games hardware
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%.
Steam Deck revitalises hand-held gaming
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.
Tequila Works files for insolvency after Tencent withdraws funding
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.
Switch 2 and Grand Theft Auto VI are brands poised to impact video games
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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Overview:
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.
The Video Games in Spain report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Video Games in Spain?
- Which are the leading brands in Video Games in Spain?
- How are products distributed in Video Games in Spain?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Spain?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Video Games in Spain - Category analysis
KEY DATA FINDINGS
Changing technology and consumer behaviour drive a move to subscription services
Growth in video games driven by software, especially subscriptions, while cloud gaming emerges
Xbox Cloud Gaming expands its library, shifting the focus to software
Grand Theft Auto VI anticipated to boost subscriptions and hardware
Video games software expected to lead growth
Adoption of cloud gaming set to shape video games
New product launches set to contribute to growth for video games hardware
More frequent strategic partnerships, and a focus on core brands
PlayStation stays ahead of Nintendo in video games hardware
Steam Deck revitalises hand-held gaming
Tequila Works files for insolvency after Tencent withdraws funding
Switch 2 and Grand Theft Auto VI are brands poised to impact video games
Spanish gamers embrace retail e-commerce as the primary sales channel
Sony uses hybrid distribution model for PlayStation 5 Pro launch
With online growth, gift cards and LIVE access codes will be the main driver of offline sales
Toys and Games in Spain - Industry Overview
Growth for video games offsets decline of traditional toys and games
Video games drives expansion for toys and games despite overall slowdown in growth
Xbox Cloud Gaming and Cloudsky drive expansion of cloud gaming
Pictionary Adults Only targets a more mature audience for social entertainment experiences
Established franchises drive video games revenue and limit innovation
Video games to lead growth within toys and games
Kidult trend and strategic partnerships set to drive growth for more complex toys and licensed toys
Cloud gaming, new launches, and interactive products set to reshape toys and games
Mattel sees a slight decline, while LEGO Group gains ground
Steam Deck invigorates hand-held consoles; Tranjis Games expands in games and puzzles through its Virus game
Goliath and IMC Toys seek partnership opportunities to expand their reach
Lego and Nintendo drive expansion through partnerships and key launches
Retail e-commerce drives growth, driven by video games software
Offline retail recovers as it is important for providing brand experiences; Sony uses hybrid distribution for PlayStation 5 Pro
Retail e-commerce impacts distribution of traditional toys and games via broader product ranges and home delivery
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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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 definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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