Publication Date
7-1-2026
Document Type
Article
Publication Title
Doxa Comunicacion
Volume
2026
Issue
43
DOI
10.31921/doxacom.2839
First Page
201
Last Page
223
Abstract
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
advertising, e-sports, university, Videogames, youth
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Department
Journalism and Mass Communications
Recommended Citation
Alejandro Tapia-Frade, Gema Bonales-Daimiel, and Belén Moreno-Albarracín. "Video Games as an Advertising Media: A Comparative Analysis Between Portuguese and Spanish University Students" Doxa Comunicacion (2026): 201-223. https://doi.org/10.31921/doxacom.2839