Who plays video games in Spain
Spain ended 2025 with €2.293 billion in video game revenue and 22.8 million players. AEVI's annual report divides that total into €1.419 billion digital and €873 million physical, leaving meaningful room for stores, consoles and collecting.
The study measures people up to 75 for the first time and finds that 28% of those aged 65 to 75 play games. That group also matters when companies make decisions about text size, readable interfaces, accessibility options and difficulty settings. The expanded age range also limits direct comparisons with earlier surveys that did not include those players.
The audience is also divided almost evenly between men and women. Spain's player base covers a much broader range of ages and genders than the familiar image of a teenage boy in front of a console.
What revenue, studio and employment figures measure
The €2.293 billion measures the Spanish market, including products made abroad. It is not Spanish studios' revenue. DEV's white paper records €1.464 billion in domestic development revenue and 10,508 direct jobs in 2024, up 2.4% on the previous year.
Ninety per cent of recorded contracts were permanent. Although titled the 2025 white paper, those observed figures cover 2024. Its 11,033-job figure for 2025 is a forecast, not a result that can be combined with AEVI's balance as though they measured the same year and activity.

A mature industry needs more than records
Permanent contracts and overall job growth are different measures from the continuity of individual projects. Cases such as ZA/UM's layoffs show why post-launch employment matters, but cannot establish what is happening to Spanish jobs. That requires following DEV's national series.
Assessing that stability requires figures for how much value studios retain, how many jobs continue after a release and how much investment produces Spanish intellectual property. Our analysis of games becoming a bigger business while the industry struggles to market them well explains how rising revenue can coexist with poorly marketed releases and teams that fail to build stable employment.

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