Video Game Use Among Millennial Women in Spain: Consumption Patterns and Motivations
DOI:
https://doi.org/10.62008/ixc/16/02ConsumKeywords:
Cultural Capital, Gender Performativity, Millennial Women, Technology Acceptance Model (TAM), Video GamesAbstract
Video games have become a global cultural practice, making it essential to examine consumption from a gender perspective. Although millennial women represent a growing segment of the gaming audience, their experiences remain underrepresented. This study analyzes video game consumption among millennial women in Spain, focusing on age, device use, motivations, and perceived gender inclusion, and explores implications for the Technology Acceptance Model (TAM). A quantitative survey (N=500) was conducted, using descriptive statistics, correlation analysis, and structural equation modeling (SEM). Results show a differentiated pattern: short sessions, low expenditure, and preference for mobile and narrative-based games. Perceived inclusion and affective motivations significantly predict consumption intensity, while age and perceptions of gaming as a masculinized space act as inhibitors. The study provides empirical evidence to contextualize technology adoption within sociocultural and gendered dynamics.
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