Gamblification, Youth and Digital Games: A Dataset on Gaming Practices and Emotional Impacts Among Spanish Young People in Spain

<ns3:p>Background This Data Note describes a dataset on gamblification, digital games, and youth gaming practices in Spain. The dataset was created to support the reuse of survey data on exposure to gambling-like game mechanics, in-game spending, perceived risks, and emotional responses among young people. Methods Data were collected in June 2025 through a structured online survey administered to 1,000 respondents aged 16 to 25 residing in Spain. The sample was recruited through a contracted online access panel and monitored using quotas by Nielsen Area, sex, and age group. The questionnaire included screener and demographic variables, a player’s block covering gaming practices, platforms, spending, randomized rewards, urgency mechanics, progression and pay-to-win experiences, and a non-players block covering perceptions of these mechanics. Conclusions The public repository contains the anonymized dataset, codebook, Spanish questionnaire, and README file. The dataset offers reusable quantitative material for research on digital games, gamblification, youth media practices, and the social and emotional dimensions of contemporary game monetization. It is intended for secondary analysis, comparative work, and methodological reuse.</ns3:p>

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Publication Details

Journal
F1000Research
Published
2026-06-16
DOI
https://doi.org/10.12688/f1000research.182337.1
Primary Topic
Gambling Behavior and Treatments
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamblification, Youth and Digital Games: A Dataset on Gaming Practices and Emotional Impacts Among Spanish Young People in Spain

Rónald Sáenz Leandro, Daniel Aranda, Mireia Montaña Blasco, Pedro Fernández-de-Castro
F1000Research
Gambling Behavior and Treatments
article

Gamblification, Youth and Digital Games: A Dataset on Gaming Practices and Emotional Impacts Among Spanish Young People in Spain

Rónald Sáenz Leandro, Daniel Aranda, Mireia Montaña Blasco, Pedro Fernández-de-Castro
article en

Abstract

<ns3:p>Background This Data Note describes a dataset on gamblification, digital games, and youth gaming practices in Spain. The dataset was created to support the reuse of survey data on exposure to gambling-like game mechanics, in-game spending, perceived risks, and emotional responses among young people. Methods Data were collected in June 2025 through a structured online survey administered to 1,000 respondents aged 16 to 25 residing in Spain. The sample was recruited through a contracted online access panel and monitored using quotas by Nielsen Area, sex, and age group. The questionnaire included screener and demographic variables, a player’s block covering gaming practices, platforms, spending, randomized rewards, urgency mechanics, progression and pay-to-win experiences, and a non-players block covering perceptions of these mechanics. Conclusions The public repository contains the anonymized dataset, codebook, Spanish questionnaire, and README file. The dataset offers reusable quantitative material for research on digital games, gamblification, youth media practices, and the social and emotional dimensions of contemporary game monetization. It is intended for secondary analysis, comparative work, and methodological reuse.</ns3:p>

F1000ResearchVol. 15
Universitat Oberta de Catalunya (ES)
Decent work and economic growth
Openalex Percentile: Top 5%
Gambling Behavior and Treatments
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