Patrones de consumo y entretenimiento digital juvenilUna mirada sociológica al gasto en plataformas de suscripción, creadores de contenido y gaming

  1. Calderón Gómez, Daniel 1
  2. Gómez Miguel, Alejandro 2
  1. 1 Universidad Complutense de Madrid
    info

    Universidad Complutense de Madrid

    Madrid, España

    ROR 02p0gd045

  2. 2 Centro Reina Sofía sobre Adolescencia y Juventud
Revista:
Teknokultura: Revista de Cultura Digital y Movimientos Sociales

ISSN: 1549-2230

Any de publicació: 2023

Títol de l'exemplar: La investigación social digital

Volum: 20

Número: 2

Pàgines: 251-260

Tipus: Article

DOI: 10.5209/TEKN.84855 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Altres publicacions en: Teknokultura: Revista de Cultura Digital y Movimientos Sociales

Resum

This article studies the digital leisure activities of young people in Spain, focusing on their digital consumption habits and spending patterns on subscription-based digital platforms for audiovisual content, on content creators (subscriptions, donations) and video games (purchases, subscriptions and microtransactions). The study employed a quantitative methodology and univariate and bivariate analysis, which were complemented by a multinomial logistic regression model. Gender, age, educational level, employment situation, material deprivation, access to technology and digital leisure frequency were included as control variables. In terms of the main findings, the widespread adoption of paid services stands out, as well as some associated risks, such as increased and uncontrolled spending (particularly in relation to content creation and microtransactions in gaming practices) among more vulnerable social groups (lower educational levels, higher material deprivation).

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