Gamblification and Persuasive Design Patterns in Video Games: Results of a Survey of Young People in Spain
DOI:
https://doi.org/10.62008/ixc/16/02GambliKeywords:
gamblification, dark patterns, loot boxes, Spain, youth, video gamesAbstract
Contemporary digital gaming has become a central infrastructure of youth leisure, characterized by mechanics of chance, continuous monetization, and persuasive design. Based on a survey of young people aged 16 to 25 in Spain, this study analyzes the relationship between integration into gamified environments, exposure to dark patterns, emotional impact, and levels of critical awareness. The results show that monetization intensity, measured primarily through financial expenditure, explains both exposure to dark patterns and their normalization better than playtime. This integration into monetized architectures is associated with higher levels of frustration, stress, and emotional distress. Furthermore, greater affinity for and spending on games of chance attenuates support for regulation and critical distance, highlighting a structural tension between enjoyment, economic exploitation, and critical awareness.
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