Identificador persistente para citar o vincular este elemento: https://accedacris.ulpgc.es/jspui/handle/10553/149878
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dc.contributor.authorAmador Marrero, María del Carmenen_US
dc.contributor.authorDíaz Meneses, Gonzaloen_US
dc.date.accessioned2025-10-14T07:29:50Z-
dc.date.available2025-10-14T07:29:50Z-
dc.date.issued2025en_US
dc.identifier.issn2078-2489en_US
dc.identifier.otherWoS-
dc.identifier.urihttps://accedacris.ulpgc.es/jspui/handle/10553/149878-
dc.description.abstractVideo games have become one of the most influential digital entertainment platforms. They offer advertisers new opportunities through in-game placements. This study examines the relationship between the socio-demographic characteristics of gamers (gender, age, education and income) and the placement of video game advertising. Specifically, it analyses the relationship between these variables on five key dimensions: the type of video games played, the choice of gaming hardware, awareness of advertising placement, the type of advertising perceived and the level of involvement with the brands advertised. Despite the growing relevance of in-game advertising as a non-intrusive and immersive strategy, empirical evidence in this field remains scarce. A non-probability sampling survey was conducted with 317 respondents. Data were analysed using Exploratory Factor Analysis (EFA), Student’s t-tests and ANOVA. The results reveal statistically significant differences by gender, age and education in the types of video games played. Awareness of advertising placement is higher among young people with secondary education. Involvement with the brand increases with age, especially among millennials. No significant differences were found in relation to income, except for the choice of hardware. These findings advance understanding of how socio-demographics shape gamer involvement with in-game advertising. The study provides both theoretical contributions and practical implications for developers, 3D designers and marketers.en_US
dc.languageengen_US
dc.relation.ispartofInformationen_US
dc.sourceInformation [ISSN 2078-2489], v. 16 (10), (Septiembre 2025)en_US
dc.subject530401 Consumo, ahorro, inversiónen_US
dc.subject.otherVideo gameen_US
dc.subject.otherHardwareen_US
dc.subject.otherGamer behaviouren_US
dc.subject.otherAwarenessen_US
dc.subject.otherInvolvementen_US
dc.subject.otherDigital consumer behaviouren_US
dc.subject.otherIn-game placementen_US
dc.titleThe role of sociodemographic variables in game type, hardware preference, awareness and level of involvementen_US
dc.typeArticleen_US
dc.typeinfo:eu-repo/semantics/Articleen_US
dc.identifier.doi10.3390/info16100830en_US
dc.identifier.isi001601676800001-
dc.identifier.eissn2078-2489-
dc.identifier.issue10-
dc.relation.volume16en_US
dc.investigacionCiencias Sociales y Jurídicasen_US
dc.type2Artículoen_US
dc.contributor.daisngidNo ID-
dc.contributor.daisngidNo ID-
dc.description.numberofpages26en_US
dc.utils.revisionen_US
dc.contributor.wosstandardWOS:Amador-Marrero, M-
dc.contributor.wosstandardWOS:Díaz-Meneses, G-
dc.date.coverdateSeptiembre 2025en_US
dc.identifier.ulpgcen_US
dc.contributor.buulpgcBU-ECOen_US
dc.description.miaricds4,4-
item.grantfulltextopen-
item.fulltextCon texto completo-
crisitem.author.deptGIR IUCES: Dirección de Marketing, RSC y Empresa Familiar-
crisitem.author.deptIU de Cibernética, Empresa y Sociedad (IUCES)-
crisitem.author.deptGIR IUCES: Dirección de Marketing, RSC y Empresa Familiar-
crisitem.author.deptIU de Cibernética, Empresa y Sociedad (IUCES)-
crisitem.author.deptDepartamento de Economía y Dirección de Empresas-
crisitem.author.orcid0009-0005-8156-3618-
crisitem.author.orcid0000-0001-6260-385X-
crisitem.author.parentorgIU de Cibernética, Empresa y Sociedad (IUCES)-
crisitem.author.parentorgIU de Cibernética, Empresa y Sociedad (IUCES)-
crisitem.author.fullNameAmador Marrero, María Del Carmen-
crisitem.author.fullNameDíaz Meneses, Gonzalo-
Colección:Artículos
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