Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsLos videojuegos como soporte publicitario. Análisis comparativo entre estudiantes universitarios en Portugal y España doxa.comunicación | nº 43, pp. 197-219 | 197 July-December of 2026ISSN: 1696-019X / e-ISSN: 2386-3978 How to cite this article:Tapia-Frade, A.; Bonales-Daimiel, G. and Moreno-Albarracín, B. (2026). Video games as an advertising media: A comparative analysis between Portuguese and Spanish university students. Doxa Comunicación, 43, pp. 197-219.https://doi.org/10.31921/doxacom.2839Belén Moreno-Albarracín. Assistant Professor of Creative Advertising at the San José State University, California, and lecturer at the International University of La Rioja. Previously, she was a Predoc researcher at the University of Malaga (FPU fellowship). She holds a BA in Journalism from the University of Málaga and a Master’s in Audiovisual Communications for the Digital Age from the Complutense University of Madrid. She is currently nishing her PhD in Communications at the University of Malaga. Her main research line is brand communications, with a focus on branded content and brand identity. San Jose University, California [email protected]ORCID: 0000-0003-1680-7389Alejandro Tapia-Frade. Associate Professor at the University of Cádiz. He has 17 years of university teaching experience (European University Miguel de Cervantes, UNIR, and Loyola Andalusía University) and two six-year research periods, resulting in the publication of approximately 100 articles and book chapters. He has also been a visiting professor at universities in Portugal, the Netherlands, and Germany. Finally, he is the editor of some scientic journals and has served on the scientic committees of numerous international conferences and high-impact journals.University of Cadiz, Spain [email protected]ORCID: 0000-0003-1071-4536Gema Bonales-Daimiel. Professor at the Complutense University of Madrid for 7 years. Accredited by ANECA (National Agency for Quality Assurance and Accreditation of Quality Assurance and Accreditation of Higher Education), she has published many articles and book chapters, as well as coordinating several monographs. She has also been part of the scientic committee of numerous international conferences. She has many publications on the interaction of brands in various technological elds, prioritising in recent times her interest in the metaverse and its consequences for young people and children.Complutense University of Madrid, Spain [email protected]ORCID: 0000-0003-2085-2203 is content is published under Creative Commons Attribution Non-Commercial License. International License CC BY-NC 4.0

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198 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónRecibido: 20/11/2024 - Aceptado: 24/04/2025 - En edición: 25/02/2026 - Publicado: 01/07/2026Resumen:Los cambios en el consumo de ocio están provocando transformaciones en las relaciones entre los jóvenes y las marcas. Un reejo de ello se halla en los videojuegos, cuyo perl de usuario predominante es el de jóvenes de entre 18 y 30 años. Cada vez invierten más tiempo en los universos digi-tales: juegan, socializan e incluso compran, y los ingresos del sector de los videojuegos se han incrementado año tras año en España y en el mundo, superando a los generados conjuntamente por el cine y la música. Una revisión de la literatura previa indica la relevancia como objeto de estu-dio de los videojuegos que se emplean como formatos publicitarios, sobre todo desde la perspectiva del usuario. Sin embargo, no son recientes y se centran eminentemente en la infancia. Así, esta investigación parte del objetivo principal de determinar, desde una perspectiva multicultural, el perl del estudiante universitario gamer en España y Portugal. De él se derivan dos nes especícos: evaluar la relación del usuario con la marca integrada y comparar las percepciones atendiendo a factores culturales. Para alcanzarlos, se realiza una encuesta a 603 estudiantes universitarios con variables basadas en hábitos de consumo, identicación de marcas, recuerdo publicitario y relación resultante con las marcas integradas. Los resultados obtenidos evidencian diferencias en cuanto a intensidad y fre-cuencia de juego. Como conclusión, se observa una relación favorable, aunque condicionada, entre las marcas integradas y los jugadores. Por su parte, los universitarios portugueses muestran mayor reticencia al espa-cio promocional del videojuego, condicionando su cesión a la integración efectiva de la marca en la narrativa del juego, y a que no sea protagonista de la misma. Palabras clave: Videojuegos; publicidad; jóvenes; universidad; e-sports. Received: 20/11/2024 - Accepted: 24/04/2025 - Early access: 25/02/2026 - Published: 01/07/2026Abstract:Changes in leisure consumption are causing transformations in the relationships between young people and brands. A reflection of this is found in video games, whose predominant user profile is that of young people between 18 and 30 years old. They invest more and more time in digital universes: they play, socialize and even buy, and income from the video game sector has increased year after year in Spain and in the world, surpassing those generated jointly by cinema and music. A review of previous literature indicates the relevance as an object of study of video games that are used as advertising formats, especially from the user’s perspective. However, they are not recent and focus primarily on childhood. Thus, this research is based on the main objective of determining, from a multicultural perspective, the profile of the university student gamer in Spain and Portugal. Two specific purposes are derived from it: to evaluate the user’s relationship with the integrated brand and to compare perceptions based on cultural factors. To achieve them, a survey is carried out on 603 university students with variables based on consumption habits, brand identification, advertising memory and resulting relationship with the integrated brands. The results obtained show differences in intensity and frequency of play. In conclusion, a favorable, although conditional, relationship is observed between the integrated brands and the players. For their part, Portuguese university students show greater reluctance to the promotional space of the video game, conditioning their transfer to the effective integration of the brand in the narrative of the game, and to it not being the protagonist of it.Keywords: Videogames; advertising; youth; university; e-sports.1. IntroductionCinema, television, and music are no longer the only dominant forms of entertainment for teenagers. Screens are more present than ever in their daily lives, and new formats such as video games have emerged in step with technological advancements. By 2023, this sector is projected to lead leisure industry revenues not only in Spain but worldwide (AEVI, 2024), surpassing the combined gures of the cinema and music industries. Furthermore, with the rise of metaverses, the dynamics of leisure consumption among young people are being redened (Mainer-Blanco, 2020; Gómez, 2019).
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 199In this sense, the video games industry in Spain has grown annually since 2018, with a turnover increase of 15.8% in 2018; 13% in 2019, 12% in 2022 and 16.3% in 2023, when the market reached revenues of more than €2,339 million (AEVI, 2024). In terms of the actual audience, 15-24 year olds represents the demographic group which consumes them the most. Considering gender, a trend to equity has been detected (51% male and 49% female) (AEVI, 2024).However, video games are much more than a powerful industry. ey have had a signicant impact on other sectors, such as journalism, fostering a substantial market for specialized publications and media outlets. In this regard, video games have become cultural assets, an additional medium for personal expression, particularly among young people, who often use them to represent themselves. Brands have taken note of this expressive channel, recognizing in it an interactive means of engaging audiences that are often indierent to traditional, passive forms of media consumption. Moreover, video games are inherently transnational and transcultural in nature (AEVI, 2024).us, this paper proposes a cross-cultural comparative study with the main objective of determining the prole of university student gamers in Spain and Portugal and their relationship with brands and advertising. Two specic objectives (SOs) result from this general aim: SO1: Evaluate the relationship of university gamers with brands embedded in video games through advergames, ingame advertising and ad around game. SO2: Compare the perception of Spanish and Portuguese student gamers on the use of video games as advertising formats, assessing the inuence of cultural elements. 1.1. Online games as a business model and the expansion of e-sportsGiven that video games are the most consumed entertainment genre, the digital transition of everyday activities, such as sports, is particularly noteworthy. Gamers have found in eSports a new way to compete virtually, even if physical exertion has been replaced by time in a gaming chair. In 2020, the eSports sector generated $1.1 billion in global revenue, reecting a year-on-year growth of 15.7%. Rather than harming the industry, the pandemic reinforced it, drawing 495 million players and viewers to eSports and online gaming (AEVI, 2023c). Globally, the eSports market was valued at $1.44 billion in 2023 and is projected to reach $6.63 billion by 2032 (Skyquest, 2024). Its audience is expected to reach 580 million people in 2024, an increase of 24.7% compared to 2023 (Europa Press, 2024). is exponential growth has not gone unnoticed by brands, which increasingly view online gaming and eSports as fertile ground for commercial development. In Spain alone, the eSports industry generated approximately 50 million euros in 2024, with 30 million coming from sponsorships and 2 million from ticket sales (Statista, 2025).ese gures result in the professionalization of the industry, which already counted 191 million gamers in 2018 (Cunningham et al., 2018). Children can now say that they will grow up to be gamers and, far from being unfeasible, it is now a much more widespread activity than traditional professional sport (Keiper et al., 2017) and the International Olympic Committee is considering including e-sports as a sport (Graham, 2017). Institutional support for this type of competition also comes from the European Commission, which has recognized its inuence on the transmission of positive values such as fair play, non-discrimination, social inclusion and gender equality (European Commission, 2022).
200 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicacióne association of these video games with benecial outcomes results in the recruitment of more players, who begin to see video games as tools for socialization rather than isolation. Specially young people, as the predominant prole of e-sports players is between 18 and 30 years old (AEVI, 2023c). 1.2. Video games as advertising channels Growing revenues, the exponential expansion of the video game industry as a form of entertainment, and the existence of a well-dened target audience are among the key factors that have led brands to increasingly invest in video games as promotional channels. In 2020, for example, 74.8% of global e-sports revenues came from sponsorships and media rights, an increase of 17.2% compared to the previous year (Newzoo, 2021).Video games oer a highly immersive means of engaging audiences, allowing not only brand integration but also direct interaction with users. In this context, three main advertising formats stand out:a. Advergames, which are games created and nanced by brands to convey an interactive and explicitly commercial message.b. In-game advertising, which is integrated into the narrative or environment of an existing game that was not initially designed for promotional purposes; andc. Ad-around-game advertising, which is displayed in peripheral spaces outside the game’s core narrative (João & Las Casas, 2023; Cañete & De La Hera, 2023; López & Arbaiza, 2023).Each of these formats presents specic advantages and limitations from an advertising standpoint. Advergames oer the greatest potential for narrative alignment, as they are fully funded and shaped by the brand, meaning all aspects of the game are crafted to serve its messaging. However, their exclusively commercial nature often results in more limited development budgets compared to mainstream titles.In-game advertising, by contrast, is incorporated into pre-existing commercial games that are not nanced by the brand. is limits the brand’s control over narrative elements, yet these ads benet from wider distribution, oering greater reach and visibility than advergames.Ad-around-game advertising represents the least immersive format. ese are conventional ad placements that surround but do not penetrate the gameplay experience. Consequently, the brand lacks a meaningful presence within the game’s narrative. eir main advantage lies in their lower cost, although this comes at the expense of user engagement and narrative integration.Academic literature has long reected the relevance of video games as advertising tools. Studies over the years have explored various dimensions, such as the inuence of video games on player behavior (Molesworth, 2006), perceptions of advergames and in-game advertising (Nelson et al., 2004; Hernández et al., 2004; Winkler & Buckner, 2006), advertising recall (Nelson, 2002; Grigorovici & Constantin, 2004; Schneider & Cornwell, 2005; Yang et al., 2006), and the impact of advertising on brand–player relationships (Grigorovici & Constantin, 2004; Chaney et al., 2004; Moore, 2006; Mallinckrodt & Mizerski, 2007). While audience-focused research is prevalent, much of it is dated and tends not to explore the distinct typologies of video game advertising in depth (Abbasi et al., 2021).
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 201In light of these insights, the authors consider necessary to revisit the object of study in the context of recent technological developments, such as the expansion of metaverses and the rise of digital advertising, which are signicantly transforming the relationship between brands and audiences (Bonales-Daimiel et al., 2022; Martín & Slade, 2023; Bonales-Daimiel et al., 2024; Moreno-Albarracín, 2024).Given that the primary audience for video games is predominantly young, it is unsurprising that several studies have examined their eects on academic performance (Farrel et al., 2015; Ibáñez et al., 2020). However, there remains a signicant gap in the literature regarding the prole of student gamers and their relationship with video game advertising. Previous research, such as that by Feijoo et al. (2022), has shown that children aged 10 to 14 are particularly exposed to advergame formats during gameplay. Similarly, Hussain et al. (2022) emphasize how the credibility, personalization, and visual appeal of in-game advertising shape users’ perceived value of these ads. Nevertheless, it is still unclear whether these ndings extend to university students or how this demographic engages with brands integrated into video games.is study seeks to address these gaps by exploring the relationship between brands and university students, focusing on dening the gamer prole and evaluating their perception of advertising formats embedded in the games they regularly consume. Building upon the work of Ibáñez et al. (2020), the research examines the same population group, university students, within two distinct cultural contexts: Spain and Portugal. e aim is to assess how cultural factors inuence attitudes and responses toward in-game advertising.2. Method 2.1. Data Collection InstrumentA survey was conducted as the main research method, considering that the focus of the research is related to the demand approach. Undoubtedly, in this circumstance it is one of the most widely used research techniques in the eld of Social Sciences. e instrument was developed ad hoc for the object of study. Before its development, previous similar studies and surveys were reviewed, as well as validation scales related to the study object (López Becerra, 2012; Núñez-Barriopedro et al., 2020; Díaz López et al., 2022; Lloret Irles et al., 2018; González-Vázquez and Igartua, 2018; López Fernández, et al., 2019).e structure of the questionnaire includes specic sections with classication data (gender and age), the general use of video games (length of use, frequency, session time, genres, platforms of use, modes and budget) and advertising development possibilities (advergames, ingame advertising and ad around game). Links are provided in Spanish1 and Portuguese2.1 https://docs.google.com/forms/d/18E-wyuNLxGeiK7fWzkSeeFrynS7kN04gUpIT0MCXeaY/viewform?edit_requested=true2 https://docs.google.com/forms/d/1R9_3ISXzah3dB5Muy698PRZ-8LCkHmirKIs-H7Xnnhc/viewform?edit_requested=true

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202 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicación2.2. Participantse sample was integrated by 603 participants. Consequently, a margin of error of 4.07% was assumed, considering a condence interval of 95.5% in the worst case (p-q=0.5). Interviewees were evenly distributed by gender (male 49.4%, female 49.3% and prefer not to say 1.3%), with ages associated to the theoretical university period (M= 20.26 years, Dt= 3.46). Only 15 participants were outside of the theoretical age range of the study (18-24 years). Regarding their location, 299 live in Spain and 304 in Portugal. Also, considering the criteria of the Spanish Video Games Association -AEVI- (2023), 81.3% of the total sample elements considered themselves to be gamers, and 54.1% of the total sample declared themselves to be regular consumers of video games or hard players.2.3. Design and ProcedureSpecic, anonymous, self-administered questionnaires were distributed among a sample of young students from the Universities of Cádiz, Complutense University of Madrid, European University Miguel de Cervantes (Valladolid) and Universidade do Algarve (Faro, Portugal). ey were all chosen for convenience, so the results must be considered exploratory in any case. e surveys were completed using a QR code that linked to the surveys, using the respondents’ mobile devices.e survey was posted online through a Google Form. Beforehand, participants were provided with an information sheet with the research objectives, details of their participation, and an informed consent form to be signed before the start of the survey.It was decided to use quota sampling with a purposive nal choice of sample elements. Although it is a non-probabilistic choice, this option oers an adequate compromise between reliability and cost (Reales Chacón et al., 2022). e interviewers followed an established protocol that included, among others, a preliminar survey testing, which was carried out in Cadiz with 50 people to detect and correct errors in the survey, including typos and comprehension diculties. In addition, three sessions with enumerators were scheduled to homogenize the data collection process and reduce bias. e actual eldwork was conducted during the months of January and February 2024.3. ResultsEarlier, in accordance with the data provided by the AEVI (2023), it was noted that 81.3% of participants declared themselves to be gamers. Delving into the question, it should be pointed that there exist relevant dierences depending on the country of origin, since 73.5% of the Spanish and 89.3% of the Portuguese stated that they were gamers. In other words, Portuguese students declared themselves to be gamers to a greater extent than Spanish, and this dierence was statistically signicant (Sig. Χ²= ,000 and Contingency Coef. = ,198). Delving into this insight, it is observed that this dierence could be related to the female gender presence, given that the percentage of Spanish non-gamblers (40.9%) is almost double that of Portuguese non-gamblers (22.1%).
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 203When considering the length of time respondents have been playing video games, the analysis becomes more comprehensive. As shown in the table below, both groups, more markedly in the case of Portugal, display a wide range of gaming experience, with the majority concentrated in the 10 to 20-year range. A signicant proportion also falls within the 5 to 10-year range, indicating consistent long-term engagement with video games. e dierences observed between the two countries are statistically signicant (Chi-square Sig. = .000; Contingency Coecient = .216), reinforcing the relevance of gaming experience as a variable in understanding user perceptions.Continuing the analysis, gender appears to be a relevant dierentiating factor between countries. In particular, the male segment shows a more signicant variation: among Spanish male respondents, 40.5% report between 5 and 10 years of gaming experience, while 51.1% report between 10 and 20 years. In contrast, Portuguese male respondents present a dierent distribution, with only 20% in the 5 to 10-year range and a signicantly higher proportion, 70%, reporting between 10 and 20 years of experience. ese ndings suggest that Portuguese male gamers, on average, have a longer gaming history compared to their Spanish counterparts.Table 1. Contingency table. Length of gaming experience by countryCountry of residence¿ How many years have you been playing video games?e gender you identify withTotalMaleFemaleI prefer not to saySpain1 year or less 2,30%9,10% 5,20%Between 1 and 3 years3,10%11,10% 6,40%Between 3 and 5 years 6,10% 2,60%Between 5 and 10 years40,50%34,30%66,70%38,20%Between 10 and 20 years51,10%38,40%33,30%45,50%More than 20 years3,10%1,00% 2,10%Total100,00%100,00%100,00%100,00%Portugal1 year or less 8,30% 3,60%Between 1 and 3 years 8,30% 3,60%Between 3 and 5 years 13,20% 5,80%Between 5 and 10 years20,00%25,60% 22,10%
204 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónBetween 10 and 20 years70,00%44,60%100,00%59,40%More than 20 years10,00% 5,40%Total100,00%100,00%100,00%100,00%Source: own elaborationus, considering the dierences noted above, it can be observed that both Spanish and Portuguese university students report having played video games for a signicant portion of their lives. is suggests that video games are a culturally integrated product for this demographic and that they are highly familiar with this form of audiovisual expression.e self-identication as gamers, combined with their long-standing engagement, can be further contextualized by examining their frequency of play and the average duration of each gaming session. ese indicators oer valuable insights into the depth of their connection with this audiovisual medium.Regarding the rst element—frequency of play—a notable duality emerges in both samples, more pronounced in the Portuguese group, between those who play very frequently (daily) and those who play infrequently (monthly) (Sig. Χ² = .000; Contingency Coecient = .150). In contrast, longer gaming sessions are predominantly reported among male participants in both countries. Detailed data can be found in the table below.Table 2. Contingency table. Gaming frequency and countryContry of residenceHow much time do you estimate you spend on average playing video games each time you play?e gender you identify withTotalMaleFemaleI prefer not to saySpainUp to 30 minutes19,80%33,30%33,30%25,80%From 30 minutes to 1 h17,60%23,20%66,70%20,60%From 1 to 2 h42,70%25,30% 34,80%Between 2 to 3 h14,50%11,10% 12,90%Between 3 to 4 h5,30%5,10% 5,20%More than 4 h 2,00% 0,90%Total100,00%100,00%100,00%100,00%PortugalUp to 30 minutes20,00%39,70% 28,50%From 30 minutes to 1 h 28,60%100,00%14,60%From 1 to 2 h20,00%23,80% 21,40%
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 205Between 2 to 3 h30,00%4,80% 18,10%Between 3 to 4 h 3,20% 1,40%More than 4 h30,00% 16,00%Total 100,00%100,00%100,00%Source: own elaborationWhile a certain level of consensus regarding session duration, the study reveals a clear preference for short gaming sessions, lasting less tan two hours, in both samples (Sig. Χ²= ,000 and Contingency Coef. = ,301).Table 3. Contingency table of playing time and countryHow much time do you estimate you spend on average playing video games each time you play?Country of residenceTotalSpainPortugalUp to 30 minutes25,80%28,50%27,20%From 30 minutes to 1 h20,60%14,60%17,30%From 1 to 2 h34,80%21,40%27,40%Between 2 to 3 h12,90%18,10%15,80%Between 3 to 4 h5,20%1,40%3,10%More than 4 h0,90%16,00%9,10%Total100,00%100,00%100,00%Source: own elaborationConsidering this preliminary portrait of young Spanish and Portuguese university students, the next questions to consider is related to the annual budget al.ocated to video games, and their gaming mode. e ndings reect a predominant trend toward playing free-to-play video games (51.6% of the total sample, 52.8% of Spaniards and 50.5% of Portuguese students) (Sig. Χ²= ,000 and Contingency Coef. = ,222). Despite of this general trend, it should also be noted that 37.1% of Spanish and 40.8% of Portuguese men report having an annual budget for video games of up to 120 euros (this means the purchase of 2 AAA games or more than 2 AA or indie games). Aligned with this insight, males report higher annual spending on video games than females in both countries (Table 4).
206 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónTable 4. Contingency table of budget by gender and countryCountry of residenceHow much money do you think you spend per year on video games? e gender you identify withTotalMaleFemaleI prefer not to saySpainI don’t buy videogames / I always play free games38,20%70,70%100,00%52,80%Less than 20 euros14,50%11,10% 12,90%Between 21 and 6019,80%7,10% 14,20%Between 61 and 12015,30%8,10% 12,00%Between 121 and 2006,90%2,00% 4,70%More than 2005,30%1,00% 3,40%Total100,00%100,00%100,00%100,00%PortugalI don’t buy videogames / I always play free games20,00%88,90% 50,50%Less than 20 euros20,00%11,10% 15,70%Between 21 and 6030,00% 16,00%Between 61 and 12010,00% 100,00%7,10%Between 121 and 20020,00% 10,70%More than 200100,00%100,00%100,00%100,00%Source: own elaboratione analysis of their gaming mode points out a remarkable divergence of views. Although the highest percentage is for solo-gaming, the percentage for online gaming with friends is also notable. In this case, the data are homogeneous by country (Sig. Χ²= ,078 and Contingency Coef. = ,115) but not by gender (Table 5): while males opt for online gaming with their friends, female prefer solo-gaming.
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 207Table 5. Contingency table of mode of play by gender and countryCountry of residenceDo you prefer to play alone or in other ways?e gender you identify withTotalMaleFemaleI prefer not to sayEspañaAlone32,00%59,60%66,70%44,30%With friends in the same place14,80%22,20% 17,80%With friends online50,00%15,20%33,30%34,80%With strangers online3,10%3,00% 3,00%Total100,00%100,00%100,00%100,00%PortugalAlone30,00%51,60% 39,10%With friends in the same place20,00%27,00% 22,80%With friends online40,00%17,50%100,00%31,00%With strangers online10,00%4,00% 7,10%Total100,00%100,00%100,00%100,00%Source: own elaborationFollowing this preliminary characterization of participants as gamers, respondents were asked about the frequency of their gaming sessions. Table 6. Mean and Standard Deviation of frequency of play (0-10) and country by gaming modeCountry of residenceFree to play games on your mobile phoneFree to play games on your consolePaid games, in campaign or solo adventure modePaid games, in multiplayer modeGames belonging to e-SportsEspañaMean5,613,553,963,563,41St. Dev2,8272,6843,2572,9112,778
208 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónPortugalMean6,244,244,044,254,45St. Dev2,9513,0393,5153,873,955TotalMean5,953,934,013,953,99St. Dev2,912,9033,3983,4883,514Source: own elaborationIn this case, the results indicate the presence of dierent gaming modes (Table 6). When this question is linked to the previous one, it suggests that students engage with both free-to-play and paid games. Given that most students have limited or inexistent budgets, paid games may either consisto f multiple low-cost titles (such as indie games) or a high frequency of play concentrated on a few high-value titles (such as AAA games like Fifa or Call of Duty). is latter patttern appears more prevalent among male participants, who report a higher anual budget al.ocated to video games. 3.1. Advertising in video games: advergames, in-game advertising and ad around the gamee main objective of this research, beyond characterizing young university students in relation to video games, is to assess the potential of this audiovisual medium as an advertising platform in its various formats: advergames, in-game advertising, and ad-around-game.As an initial step, and focusing specically on in-game and ad-around-game advertising, the rst question asked whether participants were aware of or recalled ever playing video games that featured branded content. While overall responses were similar in both countries, a closer look reveals notable dierences between the two simples (Table 7). Table 7. Contingency table of whether or not you have played with brands by gender and countryCountry of residenceHave you ever played video games that had branding or brand advertising in them?e gender you identify withTotalMaleFemaleI prefer not to saySpainYes49,60%39,40%33,30%45,10%No3,10%13,10% 7,30%I am not sure47,30%47,50%66,70%47,60%Total100,00%100,00%100,00%100,00%
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 209PortugalYes60,00%22,50%100,00%43,00%No20,00%15,90% 17,70%I am not sure20,00%61,60% 39,20%Total100,00%100,00%100,00%100,00%Source: own elaborationA higher percentage of armative responses is observed among men, though this pattern does not hold for women in the Portuguese sample. In contrast, the Spanish sample shows a greater degree of similarity between male and female respondents.Additionally, Portuguese students of both genders display greater initial reluctance toward the unrestricted inclusion of advertising space for brands within video games, as illustrated in the table below.Table 8. Contingency table of agreement with space allocation by gender and countryCountryDo you agree with video game manufacturers selling or ceding space to brands?e gender you identify withTotalMaleFemaleI prefer not to saySpainYes51,90%40,40%66,70%47,20%No9,20%9,10% 9,00%Depends36,60%44,40%33,30%39,90%I prefer not to say2,30%6,10% 3,90%Total100,00%100,00%100,00%100,00%PortugalYes40,00%27,50% 33,40%No 3,60% 1,70%Depends60,00%54,30%100,00%58,00%I prefer not to say 14,50% 6,80%Total100,00%100,00%100,00%100,00%Source: own elaboration
210 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónIn this regard, Portuguese students strongly condition the acceptance of advertising spaces on the eective integration of the brand into the game’s narrative, as well as on the brand not being the central protagonist of that narrative (categories 1, 2, and 8). Spanish students express a similar stance, although with less intensity. In fact, this dierence was statistically signicant, as shown by the Mann–Whitney U test (Sig. = .000, .001, and .001 in the aforementioned categories).Table 9. Mean and standard deviation of conditions for brands (0-10) by countrySpainPortugalTotalMeanSt. Dev.MeanSt. Dev.MeanSt. Dev.1. Provided that it does not aect playability7,652,549,241,998,552,382. Whenever the brand is in the background7,202,327,782,357,522,353. As long as I like the brand or do not dislike it5,562,494,563,205,002,954. Provided that it has an impact on the quality of the game6,972,396,843,546,903,095. Provided that it results in a lower purchase price.6,592,696,553,196,572,986. .Provided that it makes the game free of charge6,902,798,071,727,562,327. As long as it is enjoyable/entertaining6,662,437,432,677,102,598. Provided that advertising in that location or circumstance of the game is appropriate7,142,207,752,267,492,259. Whenever you oer benets/rewards if you see or interact with them.6,772,547,232,387,032,46Source: own elaborationTurning to the next mode of video game advertising analyzed –the advergame– this study asked participants whether they were familiar with the term. e response, although slightly higher among women and consistent across both countries, revealed that the majority of respondents were unfamiliar with the concept (85.4% in the Spanish sample and 81.2% in the Portuguese sample) (Sig. Χ² = .000; Contingency Coecients = .350 and .297 for gender-based dierences, respectively).Importantly, and in line with the objectives of this study, it is entirely possible for participants to be unfamiliar with the term yet have played advergames. Responses to this follow-up question remained mostly negative, though to a lesser extent than the previous one: 76.7% of Spanish respondents and 66.9% of Portuguese respondents indicated they had not played advergames. is dierence is largely attributed to the male respondents in both samples, with 79.4% of Spanish males and
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 21160% of Portuguese males stating they had not played such games. e female samples, by contrast, showed similar results in both countries (73.5% in Spain and 76.8% in Portugal).e following question explored whether participants generally agreed with the use of video games as advertising platforms. e responses, presented in the table below, reveal signicant dierences between Spanish and Portuguese participants.Table 10. Contingency table of agreement with advergames by gender and countryCountry of residenceIn general, do you agree with the use of promotional video games as an advertising way?e gender you identify withTotalMaleFemaleI prefer not to saySpainYes46,90%46,00%33,30%46,30%No17,20%11,00%33,30%14,70%Depends35,90%43,00%33,30%39,00%Total100,00%100,00%100,00%100,00%PortugalYes30,00%16,70% 23,20%No10,00% 5,10%Depends60,00%83,30%100,00%71,70%Total100,00%100,00%100,00%100,00%Source: own elaborationus, responses were predominantly armative in the Spanish sample, while Portuguese participants expressed more reservations. is dierence is statistically signicant (Sig. Χ² = .000; Contingency Coecient = .315). e key question, then, concerns the basis of these reservations. As shown in the table below, Portuguese participants are more likely to condition their acceptance of advertising in video games on specic factors—namely, that the games are free, entertaining, and that the brand is integrated into the narrative without being the central focus. In contrast, Spanish participants placed less emphasis on the games being free and prioritized game quality as a more decisive factor.
212 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónTable 11. Mean and Standard Deviation of conditions for advergames (0-10) by countryCountry of residence1.As long as video games are free2. Provided the video game is high quality one.3. Provided that the video game is highly entertaining and/or interesting.4. As long as the video game provides quality content in relation to the brand.5. Provided video games are reasonably priced.6. Provided that the game is given more prominence than the brand.SpainMean6,747,297,247,116,837,44St. Dev2,5692,522,7052,4252,3912,618PortugalMean8,077,258,267,937,438,57St. Dev2,3792,5252,0362,0152,3552,053TotalMean7,57,277,827,587,188,09St. Dev2,5462,522,3972,2352,3872,376Source: own elaborationA closer examination of country-level dierences revealed statistically signicant variations in the scores assigned to all categories except the second one (Mann–Whitney U test, Sig. = .000 for all categories except .003 in category 5).Finally, the last question in this study explored students’ preferred form of advertising within video games. e results, presented in the table below, indicate a degree of homogeneity between the two countries (Sig. Χ² = .005; Contingency Coecient = .168).
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 213Table 12. Contingency Table of Preferred Advertising Form by Gender and CountryCountry of residenceImagine a car brand launches a new sports car next year and wants to create excitement through video games. Which option would you most like to see?e gender you identify withTotalMaleFemaleI prefer not to saySpaine new model is included in an existing racing video game (Ingame, high integration).73,70%55,80%50,00%65,60%e new model is shown on a advertising billboard of an existing racing video game (Ingame, low integration).7,60%8,40% 7,90%A 30-second spot is included in the loading screen of an existing racing video game (Ad Around Game).8,50%7,40%50,00%8,40%A new video game is created based on the new model (Advergame).5,10%21,10% 12,10%Another5,10%7,40% 6,00%Total100,00%100,00%100,00%100,00%Portugale new model is included in an existing racing video game (Ingame, high integration).70,00%72,50%100,00%71,70%e new model is shown on a advertising billboard of an existing racing video game (Ingame, low integration). 3,60% 1,70%A 30-second spot is included in the loading screen of an existing racing video game (Ad Around Game).20,00% 10,20%A new video game is created based on the new model (Advergame).10,00%17,40% 13,30%Another 6,50% 3,10%Total100,00%100,00%100,00%100,00%Source: own elaboratione results reveal a clear preference for in-game advertising that is deeply integrated into the game’s narrative. Players tend to favor interacting with the brand as part of the gameplay rather than perceiving it as a supercial add-on. is response points to a compelling possibility: the creation of a shared narrative between the brand and the player, shaped through the player’s experience of engaging with the brand in a meaningful way. In this context, the brand’s role should be to facilitate immersive and emotionally resonant experiences that help build a deeper relationship with the user. One of the key challenges to achieving this, however, lies in the technological limitations that inevitably mediate and constrain the nature of this interaction.
214 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicación4. Conclusions and Discussionis research concludes, in line with previous academic studies and reports from key organizations (Urbaneja et al., 2023; AEVI, 2023; Newzoo, 2021), that video games represent a signicant form of audiovisual consumption among young people in both Spain and Portugal. ey are a consolidated cultural reality across genders and national contexts. However, while video games are widely consumed, the ways in which they are approached and experienced dier according to gender and country.Portuguese female students report higher gaming intensity and frequency than their Spanish counterparts. Additionally, Portuguese players overall spend more time playing video games than Spanish players. Another notable dierence lies in session duration: female players in both countries report shorter sessions than male players.Dierences are also observed in gameplay style: men are more likely to play online with friends, whereas women tend to play alone—this pattern holds true in both countries. Moreover, women show a stronger preference for free-to-play games, which suggests a greater inclination toward mobile gaming, often excluding other ecosystems such as consoles or e-sports. ese trends are consistent with previous studies conducted in Spain (Deloitte, 2023; Digital Turbine and Mobile Marketing Association, 2023). It is important to note that “free-to-play” does not imply the absence of revenue; rather, income is generated through alternative channels such as in-app purchases, advertising, or various forms of sponsorship.is characterization conrms, rst, that video games are an established cultural medium among university students in both Spain and Portugal, and second, that relevant dierences exist in how this medium is consumed.Turning to the second objective of this study, video games as advertising platforms, the ndings show that Spanish students are generally more receptive to in-game advertising, albeit with certain conditions, echoing previous studies (Alabau-Tejada, 2021; Nelson, 2004). Portuguese students, by contrast, demonstrate greater initial reluctance toward the unconditional inclusion of brand advertising within games.Understanding the conditions under which advertising is accepted is thus crucial. Portuguese students strongly condition their acceptance on the brand being eectively integrated into the game’s narrative—without becoming the narrative’s protagonist. Spanish students express similar views, but with less intensity.Regarding advergames, Portuguese students tend to disagree with their use unless certain conditions are met: the game must be free, enjoyable, and the brand must be embedded in the narrative without dominating it. In contrast, a majority of Spanish students express a general agreement with the use of advergames, placing more emphasis on the quality of the game than on its cost.When it comes to more traditional forms of commercial integration, such as in-game advertising and ad-around-game formats, students in both countries clearly prefer in-game advertising that is meaningfully woven into the narrative. ey prefer to interact with the brand during gameplay rather than simply observe it as a peripheral element (e.g., loading screen ads or static placements), a nding consistent with other studies (Chang et al., 2010; Rios & Almeida, 2019; Chaney et al., 2004).In other words, students prefer a brand experience that is interactive and immersive, rather than passive. is highlights the potential for brands to develop a shared narrative with players, where the brand oers meaningful, engaging experiences. Such experiences can foster a deeper connection between user and brand.
doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 215Nevertheless, one of the main challenges in achieving this integration is technological limitation, which inevitably mediates and constrains the player–brand relationship. Moreover, certain game genres or settings (e.g., those set in pre-industrial contexts) may present obstacles to brand integration. ese constraints could potentially discourage studios from developing such games if they are unable to secure advertising revenue, an issue already noted in previous literature (Sebastián Morillas et al., 2016).In sum, this study underscores the relevance of video games as a cultural and expressive medium and highlights their potential as a platform for narrative-driven brand engagement. It also points to the willingness of young audiences to accept brand presence, provided it respects certain conditions of relevance, quality, and integration.Limitations of this research must be acknowledged. e sample size, although substantial, limits the generalizability of the ndings. Additionally, the geographic scope, restricted to a single Portuguese university, suggests the need for broader representation in future studies.Future lines of research may explore comparisons with more culturally distant countries, or delve deeper into narrative modes of integration between brands, products, and players.5. Acknowledgementsis article has been translated into English by Belén Moreno-Albarracín, to whom we are grateful for her work.6. Specic contributions of each authorName and SurnameConception and design of the workAlejandro Tapia FradeMethodologyAlejandro Tapia Frade, Gema Bonales Daimiel and Belén Moreno AlbarracínData collection and analysisGema Bonales Daimiel and Belén Moreno AlbarracínDiscussion and conclusionsAlejandro Tapia Frade, Gema Bonales Daimiel and Belén Moreno AlbarracínDrafting, formatting, version review and approvalAlejandro Tapia Frade, Gema Bonales Daimiel and Belén Moreno Albarracín7. Conict of intereste authors declare that there is no conict of interest contained in this article.
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218 | nº 43, pp. 197-219 | July-December of 2026Video games as an advertising media: A comparative analysis between Portuguese and Spanish university studentsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónMolesworth, M. (2006). Real Brands in Imaginary Worlds: Investigating Players´Experiences of Brand Placement in Digital Games. Journal of Consumer Behaviour, 5(4), 355-366. https://doi.org/10.1002/cb.186 Moore, E. S. (2006). It´s Child Play: Advergaming and the Online Marketing of Food to Children, e Henry J. Kaiser Family Foundation. https://acortar.link/DwCnnZMoreno-Albarracín, B. (2024). Branded content en el metaverso. Análisis de las acciones de las organizaciones destacadas en la primera Guía de Metaverso y Branded Content. aDResearch. International Journal of Communication Research, 30. https://doi.org/10.7263/adresic-30-263 Nelson, M. R. (2002). Recall of Brand Placements in Computer/ Video Games. Journal of Advertising Research, 42(2). https://doi/org/10.2501/JAR-42-2-80-92 Nelson, M.R., Keum, H., y Yaros, R.A. (2004). Advertainment or Adcreep? Game Players’ Attitudes toward Advertising and Product Placements in Computer Games. Journal of Interactive Advertising, 5(1). https://doi.org/10.1080/15252019.2004.10722090 Newzoo (2021). Global Esports Market Report 2020. https://acortar.link/AZoo5INúñez-Barriopedro, E., Sanz-Gómez, Y. y Ravina-Ripoll, R. (2020). Los videojuegos en la educación: Benecios y perjuicios. Educare, 24(2). http://dx.doi.org/10.15359/ree.24-2.12 Reales Chacón, L., Robalino Morales, G., Peñael Luna, A., Cárdenas Medina, J., y Cantuña-Vallejo, P. (2022). El Muestreo Intencional No Probabilístico como herramienta de la investigación cientíca en carreras de Ciencias de la Salud. Universidad Y Sociedad, 14(S5), 681-691. https://bit.ly/4jVdIAKRios Portales, C. y Almeida Cardona, R. (2019). Medición del efecto de la publicidad In-game en los consumidores de videojuegos. Perspectivas, 44. http://www.scielo.org.bo/pdf/rp/n44/n44_a03.pdf Schneider, L. P. y Cornwell, B. (2005). Cashing in on crashes via brand placement in computer games: e eects of experience and ow on memory. International Journal of Advertising, 24(3), 321-343. https://doi.org/10.1080/02650487.2005.11072928 Sebastián Morillas, A., Núñez Cansado, M. y Muñoz Sastre, D. (2016). Nuevos modelos de negocio para los anunciantes: El sector de los videojuegos en España. Advergaming Vs Publicidad Ingame. Icono 14, 14(2), 256-279. https://doi.org/10.7195/ri14.v14i2.964 Skyquest (2024). Esports Market Size, Share, and Growth Analysis. https://www.skyquestt.com/report/esports-marketStatista (2025). Ingresos de la industria de los deportes electrónicos en España en 2024. https://n9.cl/iyvivWinkler, T. y Buckner, K. (2006). Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes towards Product Placement. Journal of Interactive Advertising, 7(1), 3-32. https://doi.org/10.1080/15252019.2006.10722123 Yang, M., Roskos-Ewoldsen, D. R., Dinu, L. y Arpan, L. M. (2006). e Eectiveness of ´in-game´ advertising: Comparing Collage Students´ Explicit and Implicit Memory for Brand Names. Journal of Advertising, 35(4), 143-152. https://doi.org/10.2753/JOA0091-3367350410 Youn, S., Lee, M. y Doyle, K. O. (2003). Lifestyles of Online Gamers: A Psychographic Approach. Journal of Interactive Advertising, 3(2). https://doi/org/10.1080/15252019.2003.10722073

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doxa.comunicación | nº 43, pp. 197-219 July-December of 2026Alejandro Tapia-Frade, Gema Bonales-Daimiel and Belén Moreno-AlbarracínISSN: 1696-019X / e-ISSN: 2386-3978| 219Winkler, T. y Buckner, K. (2006). Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes towards Product Placement. Journal of Interactive Advertising, 7(1), 3-32. https://doi.org/10.1080/15252019.2006.10722123 Yang, M., Roskos-Ewoldsen, D. R., Dinu, L. y Arpan, L. M. (2006). e Eectiveness of ´in-game´ advertising: Comparing Collage Students´ Explicit and Implicit Memory for Brand Names. Journal of Advertising, 35(4), 143-152. https://doi.org/10.2753/JOA0091-3367350410 Youn, S., Lee, M. y Doyle, K. O. (2003). Lifestyles of Online Gamers: A Psychographic Approach. Journal of Interactive Advertising, 3(2). https://doi/org/10.1080/15252019.2003.10722073

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