<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.2 20190208//EN" "http://jats.nlm.nih.gov/publishing/1.2/JATS-journalpublishing1.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" article-type="data-paper" dtd-version="1.2" xml:lang="en">
    <front>
        <journal-meta>
            <journal-id journal-id-type="pmc">F1000Research</journal-id>
            <journal-title-group>
                <journal-title>F1000Research</journal-title>
            </journal-title-group>
            <issn pub-type="epub">2046-1402</issn>
            <publisher>
                <publisher-name>F1000 Research Limited</publisher-name>
                <publisher-loc>London, UK</publisher-loc>
            </publisher>
        </journal-meta>
        <article-meta>
            <article-id pub-id-type="doi">10.12688/f1000research.182337.1</article-id>
            <article-categories>
                <subj-group subj-group-type="heading">
                    <subject>Data Note</subject>
                </subj-group>
                <subj-group>
                    <subject>Articles</subject>
                </subj-group>
            </article-categories>
            <title-group>
                <article-title>Gamblification, Youth and Digital Games: A Dataset on Gaming Practices and Emotional Impacts Among Spanish Young People in Spain</article-title>
                <fn-group content-type="pub-status">
                    <fn>
                        <p>[version 1; peer review: awaiting peer review]</p>
                    </fn>
                </fn-group>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>Aranda</surname>
                        <given-names>Daniel</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Conceptualization</role>
                    <role content-type="http://credit.niso.org/">Funding Acquisition</role>
                    <role content-type="http://credit.niso.org/">Investigation</role>
                    <role content-type="http://credit.niso.org/">Methodology</role>
                    <role content-type="http://credit.niso.org/">Supervision</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Original Draft Preparation</role>
                    <uri content-type="orcid">https://orcid.org/0000-0001-9290-0708</uri>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <contrib contrib-type="author" corresp="yes">
                    <name>
                        <surname>Fern&#x00e1;ndez-de-Castro</surname>
                        <given-names>Pedro</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Data Curation</role>
                    <role content-type="http://credit.niso.org/">Supervision</role>
                    <role content-type="http://credit.niso.org/">Validation</role>
                    <xref ref-type="corresp" rid="c1">a</xref>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>S&#x00e1;enz-Leandro</surname>
                        <given-names>Ronald</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Formal Analysis</role>
                    <role content-type="http://credit.niso.org/">Methodology</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Original Draft Preparation</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Review &amp; Editing</role>
                    <uri content-type="orcid">https://orcid.org/0000-0001-8717-1870</uri>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>Monta&#x00f1;a-Blasco</surname>
                        <given-names>Mireia</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Methodology</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Review &amp; Editing</role>
                    <uri content-type="orcid">https://orcid.org/0000-0002-6464-5129</uri>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <aff id="a1">
                    <label>1</label>Research Group on Learning, Media and Entertainment, Universitat Oberta de Catalunya, Barcelona, Catalonia, Spain</aff>
            </contrib-group>
            <author-notes>
                <corresp id="c1">
                    <label>a</label>
                    <email xlink:href="mailto:pfernandez_de_castro@uoc.edu">pfernandez_de_castro@uoc.edu</email>
                </corresp>
                <fn fn-type="conflict">
                    <p>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>16</day>
                <month>6</month>
                <year>2026</year>
            </pub-date>
            <pub-date pub-type="collection">
                <year>2026</year>
            </pub-date>
            <volume>15</volume>
            <elocation-id>952</elocation-id>
            <history>
                <date date-type="accepted">
                    <day>23</day>
                    <month>5</month>
                    <year>2026</year>
                </date>
            </history>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2026 Aranda D et al.</copyright-statement>
                <copyright-year>2026</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access article distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <self-uri content-type="pdf" xlink:href="https://f1000research.com/articles/15-952/pdf"/>
            <abstract>
                <sec>
                    <title>Background</title>
                    <p>This Data Note describes a dataset on gamblification, digital games, and youth gaming practices in Spain. The dataset was created to support the reuse of survey data on exposure to gambling-like game mechanics, in-game spending, perceived risks, and emotional responses among young people.</p>
                </sec>
                <sec>
                    <title>Methods</title>
                    <p>Data were collected in June 2025 through a structured online survey administered to 1,000 respondents aged 16 to 25 residing in Spain. The sample was recruited through a contracted online access panel and monitored using quotas by Nielsen Area, sex, and age group. The questionnaire included screener and demographic variables, a player&#x2019;s block covering gaming practices, platforms, spending, randomized rewards, urgency mechanics, progression and pay-to-win experiences, and a non-players block covering perceptions of these mechanics.</p>
                </sec>
                <sec>
                    <title>Conclusions</title>
                    <p>The public repository contains the anonymized dataset, codebook, Spanish questionnaire, and README file. The dataset offers reusable quantitative material for research on digital games, gamblification, youth media practices, and the social and emotional dimensions of contemporary game monetization. It is intended for secondary analysis, comparative work, and methodological reuse.</p>
                </sec>
            </abstract>
            <kwd-group kwd-group-type="author">
                <kwd>gamblification; digital games; youth; loot boxes; dark patterns; Spain; survey data; emotional impacts</kwd>
            </kwd-group>
            <funding-group>
                <award-group id="fund-1">
                    <funding-source>Direcci&#x00f3;n General de Ordenaci&#x00f3;n del Juego</funding-source>
                    <award-id>SUBV24/00026</award-id>
                </award-group>
                <funding-statement>This work was funded by the Directorate General for Gambling Regulation of the Government of Spain [La Direcci&#x00f3;n General de Ordenaci&#x00f3;n del Juego (DGOJ) del Gobierno de Espa&#x00f1;a] (grant reference SUBV24/00026).</funding-statement>
                <funding-statement>
                    <italic>The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.</italic>
                </funding-statement>
            </funding-group>
        </article-meta>
    </front>
    <body>
        <sec id="sec4" sec-type="intro">
            <title>Introduction</title>
            <p>Gamblification refers to the infiltration of gambling-like features in video games. Elements such as loot boxes, randomized rewards, time-limited offers, and pay-to-win mechanisms replicate the structure and psychological appeal of gambling. These features closely mirror structural and psychological components traditionally associated with gambling, creating potential implications for youth behavior and well-being.
                <xref ref-type="bibr" rid="ref3">
                    <sup>3</sup>
                </xref>
                <sup>&#x2013;</sup>
                <xref ref-type="bibr" rid="ref5">
                    <sup>5</sup>
                </xref>
            </p>
            <p>The dataset presented in this Data Note documents gaming practices and the emotional and financial reactions associated with gamblified features among young people in Spain. Data were collected in June 2025 from individuals aged 16 to 25&#x00a0;years old using an online survey instrument. The dataset includes detailed information on exposure to gamblified mechanics, spending patterns, emotional responses to in-game rewards, and broader social interactions within gaming contexts.
                <xref ref-type="bibr" rid="ref1">
                    <sup>1</sup>
                </xref>
            </p>
            <p>By offering standardized measures on player experiences with gamblified systems, this dataset enables researchers to examine emerging forms of consumption, reward mechanisms, and risk-like behaviors in youth digital culture. It is expected to be useful for investigations in psychology, digital game studies, human-computer interaction, and platform governance, as well as for comparative analysis across different geographic and demographic populations.
                <xref ref-type="bibr" rid="ref2">
                    <sup>2</sup>
                </xref>
                <sup>,</sup>
                <xref ref-type="bibr" rid="ref6">
                    <sup>6</sup>
                </xref>
                <sup>,</sup>
                <xref ref-type="bibr" rid="ref7">
                    <sup>7</sup>
                </xref>
            </p>
        </sec>
        <sec id="sec5" sec-type="methods">
            <title>Methods</title>
            <p>Data were collected using a structured online survey administered in June 2025 to young people aged 16 to 25 residing in Spain. The sample was recruited through a contracted third-party online access panel. Within the panel, eligible respondents residing in Spain and aged 16&#x2013;25&#x00a0;years were selected using a simple random selection procedure in line with the study&#x2019;s territorial and demographic criteria.</p>
            <p>The territorial distribution of the sample was structured using Nielsen Areas 
                <xref ref-type="fn" rid="fn1">[1]</xref>, a market research classification that groups Spanish territory into broad geographic areas commonly used for survey design and quota monitoring. In this study, Nielsen Areas were used to organize the territorial allocation of the sample and to monitor fieldwork. Within the panel, eligible respondents were selected through a simple random sampling procedure from panelized individuals who met the study&#x2019;s age and territorial criteria.</p>
            <p>Sampling quotas were monitored during fieldwork to approximate distributions by (i) Nielsen Area and (ii) sex and age group: males aged 16&#x2013;19 (n&#x00a0;=&#x00a0;219), females aged 16&#x2013;19 (n&#x00a0;=&#x00a0;204), males aged 20&#x2013;25 (n&#x00a0;=&#x00a0;323), and females aged 20&#x2013;25 (n&#x00a0;=&#x00a0;254). The achieved sample comprises n&#x00a0;=&#x00a0;1,000 complete and valid interviews with the following regional counts: 1. Catalu&#x00f1;a, Zaragoza, Huesca, and Baleares (n&#x00a0;=&#x00a0;216); 2. Comunidad Valenciana, Albacete y Murcia (n&#x00a0;=&#x00a0;150); 3. Andaluc&#x00ed;a, C&#x00e1;ceres, Ceuta y Melilla (n&#x00a0;=&#x00a0;189); 4. Madrid, Castilla-La Mancha, &#x00c1;vila, Segovia, Badajoz, Valladolid, Salamanca, Zamora, Soria y Teruel (n&#x00a0;=&#x00a0;224); 5. Galicia, Asturias y Le&#x00f3;n (n&#x00a0;=&#x00a0;86); 6. Pa&#x00ed;s Vasco, Navarra, Cantabria, La Rioja, Burgos y Palencia (n&#x00a0;=&#x00a0;89); and 7. Islas Canarias (n&#x00a0;=&#x00a0;46).</p>
            <p>To facilitate assessment of the achieved sample structure, 
                <xref ref-type="table" rid="T1">
Table 1</xref> compares the final distribution by sex and age group with the corresponding reference distribution for the resident population aged 16&#x2013;25&#x00a0;years in Spain.</p>
            <table-wrap id="T1" orientation="portrait" position="float">
                <label>
Table 1. </label>
                <caption>
                    <title>Sample by sex and age group.</title>
                </caption>
                <table content-type="article-table" frame="hsides">
                    <thead>
                        <tr>
                            <th align="left" colspan="1" rowspan="1" valign="top">Sex</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Age group</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Sample n</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Sample %</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Spanish population %</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Male</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">16&#x2013;19</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">219</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">21.9</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">20.8</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Female</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">16&#x2013;19</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">204</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">20.4</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">19.2</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Male</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">20&#x2013;25</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">323</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">32.3</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">31.0</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Female</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">20&#x2013;25</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">254</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">25.4</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">29.0</td>
                        </tr>
                        <tr>
                            <td align="center" colspan="1" rowspan="1" valign="top">
                                <bold>Total</bold>
</td>
                            <td colspan="1" rowspan="1"/>
                            <td align="left" colspan="1" rowspan="1" valign="top">
                                <bold>1,000</bold>
</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">
                                <bold>100.0</bold>
</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">
                                <bold>100.0</bold>
</td>
                        </tr>
                    </tbody>
                </table>
                <table-wrap-foot>
                    <p>

                        <italic toggle="yes">Note</italic>: Reference population percentages correspond to the resident population of Spain aged 16&#x2013;25&#x00a0;years, based on data from the Spanish National Statistics Institute (INE) as of 1 July 2025.
                        <xref ref-type="bibr" rid="ref8">
                            <sup>8</sup>
                        </xref> Percentages were calculated by aggregating single-year ages into the 16&#x2013;19 and 20&#x2013;25 groups and disaggregating by sex.</p>
                </table-wrap-foot>
            </table-wrap>
            <p>Eligibility criteria ensured the inclusion of respondents within the target age range who were currently living in Spain. Quality controls were applied throughout data collection, including attention-check questions, routing controls, and automatic exclusion of incomplete submissions. Respondents who indicated that they played video games were routed to Block A (gamers), whereas those who did not were routed to Block B (non-gamers). Of the final sample of 1,000 valid and fully completed interviews, 927 respondents were assigned to Block A and 73 to Block B.</p>
            <p>Only participants aged 16&#x00a0;years and older were eligible for inclusion in the study. Consent procedures for online participation, including respondents aged 16&#x2013;17&#x00a0;years, followed the protocol approved by the Ethics Committee of the Universitat Oberta de Catalunya. Further details are provided in the Ethics and Consent section.</p>
            <p>Survey participation was therefore administered in accordance with the provider&#x2019;s established procedures. The research team did not collect or have direct access to personally identifiable data at any stage of the study. Only anonymized survey responses were made available to the authors for research purposes, thereby minimizing risks related to personal data processing and participant identification. The public dataset shared through the repository contains only anonymized data.</p>
            <p>The data provider operated in compliance with applicable data protection regulations and standardized response protocols. Data handling and participant confidentiality adhered to UNE EN ISO/IEC 27001 standards.</p>
            <p>Following data acquisition, anonymization procedures were applied to the data before release. Data cleaning steps included removing duplicate entries, verifying variable coding schemes, harmonizing ordinal scales, labeling missing values, and formatting to ensure interoperability with standard statistical software. All processing tasks and file structures are documented to support reproducibility and future reuse. As with other panel-based online surveys, the dataset should be interpreted in light of the usual limitations associated with panel recruitment, including the potential underrepresentation of individuals with limited internet access or those not enrolled in online panels.</p>
        </sec>
        <sec id="sec6">
            <title>Data record</title>
            <p>The dataset, codebook, and questionnaire supporting this Data Note are publicly available at Figshare.
                <xref ref-type="bibr" rid="ref1">
                    <sup>1</sup>
                </xref> The public deposit contains a primary data file and supporting documentation. The dataset is provided in `.csv` format and includes 1,000 rows (individual responses) and 79 columns (survey items and codes). Each row represents an anonymized participant.</p>
            <p>Variables mirror the questionnaire routing: &#x201c;F&#x201d; for screeners and demographics; &#x201c;A&#x201d; for the players block; and &#x201c;B&#x201d; for the non-players block. The questionnaire contained 35 items organized into blocks (most attitudinal items used 5-point Likert response options anchored at &#x201c;Totally disagree&#x201d; =1 to &#x201c;Totally agree&#x201d; =5):
                <list list-type="bullet">
                    <list-item>
                        <label>&#x2022;</label>
                        <p>

                            <bold>Screeners &amp; demographics:</bold> (Age, sex, gender identity, municipality size, education, employment, province/region, Nielsen Area).</p>
                    </list-item>
                    <list-item>
                        <label>&#x2022;</label>
                        <p>

                            <bold>Block A:</bold> Players (routing for F8&#x00a0;=&#x00a0;&#x201c;Yes&#x201d;): weekly play time, platforms; two open-ended items for top games (A3a, A3b); Likert scales on randomness/loot boxes (A4), spending bands (A5), urgency/limited-time mechanics and time-gating (A6), and pay-to-win/progression and battle pass experiences (A7).</p>
                    </list-item>
                    <list-item>
                        <label>&#x2022;</label>
                        <p>

                            <bold>Block B:</bold> Non-players (routing for F8&#x00a0;=&#x00a0;&#x201c;No&#x201d;): Likert scales on perceptions of randomness, fairness, spending, urgency, time-limited events, virtual currency, and progression (B1&#x2013;B4).</p>
                    </list-item>
                </list>
            </p>
            <sec id="sec7">
                <title>Technical validation</title>
                <p>We conducted procedural and data-level checks to support the technical quality, internal consistency, and reusability of the dataset.
                    <list list-type="bullet">
                        <list-item>
                            <label>&#x2022;</label>
                            <p>

                                <bold>Eligibility and routing checks:</bold> The survey instrument included automatic screening and routing procedures. Respondents outside the target age range (16&#x2013;25&#x00a0;years) or not residing in Spain were screened out. Participants who indicated that they played video games were routed to Block A, whereas non-players were routed to Block B. Post-collection audits confirmed that A-items were systematically blank for non-players and B-items were systematically blank for players, as intended by the questionnaire design.</p>
                        </list-item>
                        <list-item>
                            <label>&#x2022;</label>
                            <p>

                                <bold>Quota monitoring:</bold> Fieldwork was monitored in real time to ensure that the achieved sample aligned with predefined quotas by Nielsen Area, sex, and age group. This process supported the target structure of the sample and reduced the risk of substantial deviations from the planned distribution.</p>
                        </list-item>
                        <list-item>
                            <label>&#x2022;</label>
                            <p>

                                <bold>Consistency and range validation:</bold> Numeric, categorical, and ordinal variables were checked against their expected ranges and permitted response categories. Invalid, inconsistent, or out-of-range entries were recoded as missing where appropriate. Additional checks were conducted to ensure coherence between filter questions and subsequent responses.</p>
                        </list-item>
                        <list-item>
                            <label>&#x2022;</label>
                            <p>

                                <bold>Deduplication and completeness:</bold> The final released dataset contains only fully completed interviews (n&#x00a0;=&#x00a0;1,000). Partial responses and technical duplicates were removed during data processing to maximize the consistency and usability of the final file.</p>
                        </list-item>
                        <list-item>
                            <label>&#x2022;</label>
                            <p>

                                <bold>Anonymization of free text:</bold> Open-ended responses were reviewed to identify and remove incidental personal identifiers. Text entries were standardized to improve readability and reduce disclosure risk while preserving their substantive meaning.</p>
                        </list-item>
                    </list>
                </p>
                <p>Although the dataset includes a broad range of sociodemographic, attitudinal, and gameplay-related variables, some dimensions relevant to the analysis of heterogeneity and vulnerability were not captured in this wave of data collection. In particular, sexual orientation was not included among the sociodemographic variables. Future research could usefully incorporate this dimension, where ethically appropriate and methodologically feasible, given its potential relevance for examining differential vulnerabilities related to mental health and addictive behaviors.</p>
                <p>The items included in sections A4, A6, A7, and Blocks B1-B4 were developed specifically for this study rather than adopted as previously validated instruments. According to the evidence, there are currently no validated social science measures that comprehensively capture gamblification processes, dark patterns, and random-reward mechanisms in video games, particularly in relation to youth populations and everyday digital play.
                    <xref ref-type="bibr" rid="ref2">
                        <sup>2</sup>
                    </xref> The design of these items was informed by two prior and complementary phases of research within the project. First, a systematic literature review identified and assessed existing empirical and theoretical approaches to dark patterns and random reward systems in video games.
                    <xref ref-type="bibr" rid="ref2">
                        <sup>2</sup>
                    </xref> Second, a complementary analytical study of video games examined how these mechanics are implemented and experienced by players in practice.
                    <xref ref-type="bibr" rid="ref9">
                        <sup>9</sup>
                    </xref> Together, these phases provided the conceptual and empirical basis for identifying dimensions, operationalizing variables, and constructing survey items. The full wording of all items is provided in the questionnaire and codebook to facilitate transparency, interpretation, and reuse of the dataset.</p>
                <p>In addition, device categories were retained as originally collected in order to preserve the integrity and transparency of the released dataset. However, future survey waves could benefit from a more refined classification of gaming devices, for example, by distinguishing more clearly between mobile and tablet play, and by explicitly identifying portable consoles such as Nintendo Switch, Steam Deck, or Nintendo DS, which may involve distinct patterns of use and consumption.</p>
                <p>The repository record includes the main data file (gamblification_youth_spain_2025.csv), the codebook (Codebook_gamblification_youth_spain_2025_v2.xlsx), the questionnaire (questionnaire_es.pdf
), and a README file. All materials are distributed under a CC BY 4.0 license.</p>
            </sec>
        </sec>
        <sec id="sec8">
            <title>Software availability</title>
            <p>No custom code or new software was created to generate, process, or analyze the dataset described in this Data Note. Data cleaning and validation were conducted using Microsoft Excel. The released.csv file can also be opened and reused with open-source alternatives such as LibreOffice Calc, R, or Python/pandas.</p>
        </sec>
        <sec id="sec9">
            <title>Ethics and consent</title>
            <p>The study received ethical approval from the Ethics Committee of the Universitat Oberta de Catalunya (UOC) under file reference Exp.: CE24-PR52.</p>
            <p>All participants provided written informed consent electronically before beginning the online survey. Participants were informed about the purpose of the study, the voluntary nature of participation, the anonymized processing of responses, and the use of the data for research purposes.</p>
            <p>The study included respondents aged 16&#x2013;17&#x00a0;years. Their participation followed the Ethics Committee-approved protocol for anonymous, minimal-risk online survey research with participants aged 16&#x00a0;years and older. No separate parental or legal guardian consent was collected under this approved protocol. The research team did not receive directly identifiable personal data at any stage, and the public dataset contains only anonymized responses.</p>
        </sec>
    </body>
    <back>
        <sec id="sec12" sec-type="data-availability">
            <title>Data and software availability</title>
            <sec id="sec13">
                <title>Underlying data</title>
                <p>Figshare: Gamblification, Youth and Digital Games: A Dataset on Gaming Practices and Emotional Impacts Among Spanish Young People in Spain. 
                    <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30467558">https://doi.org/10.6084/m9.figshare.30467558</ext-link>.
                    <xref ref-type="bibr" rid="ref1">
                        <sup>1</sup>
                    </xref>
                </p>
                <p>This project contains the following underlying data:</p>
                <p>
Gamblification_youth_spain_2025.csv. Main anonymized dataset containing 1,000 individual survey responses and 79 variables.</p>
            </sec>
            <sec id="sec14">
                <title>Extended data</title>
                <p>Figshare: Gamblification, Youth and Digital Games: A Dataset on Gaming Practices and Emotional Impacts Among Spanish Young People in Spain. 
                    <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30467558">https://doi.org/10.6084/m9.figshare.30467558</ext-link>.
                    <xref ref-type="bibr" rid="ref1">
                        <sup>1</sup>
                    </xref>
                </p>
                <p>This project contains the following extended data:</p>
                <p>
Codebook_gamblification_youth_spain_2025_v2.xlsx. Variable names, labels, data types, value maps, and missing-value conventions.</p>
                <p>questionnaire_es.pdf. Full Spanish questionnaire, corresponding to the final administered version.</p>
                <p>README.txt. Dataset overview, citation information, license, and contact details.</p>
                <p>Data are available under the terms of the 
                    <ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/deed.en">Creative Commons Attribution 4.0 International license (CC BY 4.0)</ext-link>. The dataset and extended data are publicly accessible, are not embargoed, and do not require login access.</p>
            </sec>
        </sec>
        <ack>
            <title>Acknowledgments</title>
            <p>Not applicable.</p>
        </ack>
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            <fn id="fn1">
                <label>
                    <sup>1</sup>
                </label>
                <p>A Nielsen Area is a broad territorial grouping used in Spanish market and audience research to organize geographic coverage and monitor fieldwork. In this study, Nielsen Areas were used as a sampling-frame variable by the panel provider to support coverage across Spain and reduce the risk of geographic imbalance in the achieved sample.</p>
            </fn>
        </fn-group>
    </back>
</article>
