Data Note reveals emotional impacts and gaming behaviors among youth in Spain, indicating significant trends in gaming practices.
<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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Aranda et al. (2026) studied this question.
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