Video games as advertising media. Comparative analysis between university students from Portugal and Spain
DOI:
https://doi.org/10.31921/doxacom.2839Keywords:
videogames, advertising, youth, universityAbstract
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.
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.
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.
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Copyright (c) 2026 Alejandro Tapia Frade, Gema Bonales, Belen Moreno

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