La conformación de la identidad gamer entre la juventud
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2026
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Departamento de Sociología, Universidad de Sevilla
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Calderón-Gómez, Daniel; Gómez-Miguel, Alejandro (2026). La Conformación de la Identidad Gamer entre la Juventud. ANDULI 30 (Junio 2026): 45-68 https://doi.org//10.12795/anduli.2026.i30.03
Abstract
Los videojuegos constituyen un medio cultural y de entretenimiento generalizado entre la juventud en España. Sin embargo, estudios recientes muestran conflictos entre los videojugadores para identificarse como gamers, debido al carácter excluyente, tóxico, competitivo y masculinizado de parte de la comunidad videolúdica. El objetivo de este artículo es cuantificar el peso de los factores sociodemográficos, praxeológicos y disposicionales en la identificación y rechazo de la etiqueta gamer. La metodología es cuantitativa, basada en un análisis de datos secundarios de una encuesta online de noviembre de 2022 a 1187 jóvenes entre 15 y 29 años que juegan a videojuegos. Los resultados muestran que la identificación como gamer se vincula con la masculinidad, la heteronormatividad y una buena posición económica, además de una mayor exposición a videojuegos y preferencia por géneros competitivos y multijugador. Mientras el rechazo a la etiqueta gamer sobresale entre mujeres y grupos vulnerables, y va asociada a preferencias por juegos solitarios, géneros no competitivos y una visión más crítica del sector.
Video games are a widespread form of cultural and entertainment media among young people in Spain. Recent studies, however, show that gamers struggle to identify as such due to the exclusionary, toxic, competitive, and masculinized nature of parts of the gaming community. The aim of this article is to quantify the influence of sociodemographic, praxeological, and dispositional factors on the acceptance and rejection of the “gamer” label. The methodology is quantitative, based on an analysis of secondary data from an online survey conducted in November 2022 among 1,187 young people aged 15 to 29 who play video games. The results show that identifying as a gamer is linked to masculinity, heteronormativity, and a high socioeconomic status, as well as greater exposure to video games and a preference for competitive and multiplayer genres. Meanwhile, rejection of the “gamer” label is most prevalent among women and vulnerable groups and is associated with a preference for single-player games, non-competitive genres, and a more critical view of the industry.
Video games are a widespread form of cultural and entertainment media among young people in Spain. Recent studies, however, show that gamers struggle to identify as such due to the exclusionary, toxic, competitive, and masculinized nature of parts of the gaming community. The aim of this article is to quantify the influence of sociodemographic, praxeological, and dispositional factors on the acceptance and rejection of the “gamer” label. The methodology is quantitative, based on an analysis of secondary data from an online survey conducted in November 2022 among 1,187 young people aged 15 to 29 who play video games. The results show that identifying as a gamer is linked to masculinity, heteronormativity, and a high socioeconomic status, as well as greater exposure to video games and a preference for competitive and multiplayer genres. Meanwhile, rejection of the “gamer” label is most prevalent among women and vulnerable groups and is associated with a preference for single-player games, non-competitive genres, and a more critical view of the industry.













