Gaming in Latin America: An Exploration of Consumption Practices, Emotions, Motivations, and Perceived Health Impacts

Authors

DOI:

https://doi.org/10.62008/ixc/16/02Videoj

Keywords:

Video games, Latin America, Motivations, Emotions, Health, Perceptions

Abstract

This article describes videogaming in Latin America and compares, across generations, play intensity and routines, motivations, emotions, and perceived impacts on physical and mental health, in dialogue with debates on connected models (GaaS). We collected 1,304 responses through an online survey (Qualtrics) administered between April and May 2024, using non-probability convenience sampling and dissemination via social media. Descriptive statistics were used. Findings show broadly similar patterns: play increases on weekends and age-group differences are moderate, with higher intensity among Generation Z. The main motivations are challenge, aesthetic enjoyment, narrative/world exploration, and stress relief; and the most common emotions are relaxation and cognitive stimulation, with greater emotional activation among younger players. Most respondents report no negative impacts, although sleep problems and visual or musculoskeletal discomfort are reported. Videogame preservation is widely valued (nostalgia and historical value), with generational nuances.

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Published

2026-07-15

How to Cite

Treviño González, R. A., & Cobos Cobos, T. L. (2026). Gaming in Latin America: An Exploration of Consumption Practices, Emotions, Motivations, and Perceived Health Impacts. index.Comunicación, 16(2), 91–114. https://doi.org/10.62008/ixc/16/02Videoj

Issue

Section

Monográfico 16(2) Comunicación persuasiva en videojuegos y ocio digital: generaciones jóvenes ante nuevos modelos de consumo