With economic conditions improving and the launch of a new generation of consoles (Microsoft Corp.’s Xbox Series S and X and particularly Sony’s PlayStation 5), the rate of growth in retail constant value sales of video games accelerated during 2021.
Nintendo Ibérica SA overtook rival Sony Computer Entertainment España in 2020 in value sales terms and continued to lead video games (and indeed toys and games overall) during 2021. Nintendo continues to augment it line up of Switch consoles, launching the Switch OLED at a higher price than the original Switch console during late 2021.
Gaming media continue to shift away from physical disks and cartridges towards the digital. During 2020, demand for digital formats benefitted from the closure of non-essential physical stores and social distancing measures, with this trend continuing into 2021.
Sony’s PlayStation VR has proven popular in Spain (significantly outselling the Xbox Series during 2021), and AR/VR headsets are set to continue to grow in popularity during the forecast period. Sony is set to launch PlayStation VR2 in 2023, while Facebook was rebranded Meta during 2021 in order to reflect the centrality of the metaverse (which is accessed via VR) to the company’s future plans.
With most Spanish homes having high-speed internet via fibre, video games sales will continue to shift from the physical to the digital realm. While some gamers will undoubtedly continue to want a physical copy so they can put their game library on display or resell games once they are finished with them, most will favour the convenience of digital.
Retail constant value sales of video games will continue to expand at a robust pace throughout the forecast period, with the easing of supply-chain constraints making it much easier for local consumers to purchase Sony’s PlayStation 5. Moreover, Nintendo is likely to launch a successor to the hugely popular, but ageing, Switch static console during the first half of the forecast period.
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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 Definitions
This report originates from Passport, our Video Games research and analysis database.
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