How do digital natives play? Nuances of the gender and generation gap between Millennials and Z in video games

Authors

DOI:

https://doi.org/10.24137/raeic.12.24.07

Keywords:

gaming habits, Millenials, Generation Z, Gender stereotypes, Gender gap, methodological triangulation

Abstract

Video games have become an enormously popular cultural and entertainment practice among young people. The main objective of this paper is to analyze the relationship of Millennials and Generation Z with video games and to explore gender differences in their gaming practices. To achieve this, methodological triangulation combining surveys and discussion groups was used, allowing a descriptive and in-depth analysis of their gaming habits and preferences. The main conclusions reveal that digital natives of Generation Z begin to play at an earlier age than Millennials, with a prominent role of the family in their initiation. Generational openness to video games is growing gradually, with Centennial girls defying gender stereotypes regarding their preferences of video game genres and appreciating other women gamers as role models. This study elucidates the changing relationship of digital natives with video games. Boys spend more time gaming than girls, Generation Z girls are playing more and more frequently than Millennials, and gender stereotypes related to types of games are fading.

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Author Biographies

  • Cristina Ruiz-Poveda Vera, Universidad Complutense de Madrid (UCM)

    Cristina Ruiz-Poveda Vera is Film and Media scholar teaching at U-TAD University of Technology and Digital Art (Madrid, Spain), where she is the Academic Director of the Animation department. Her work focuses on three predominant topics: transnational cinemas, especially in Iberoamerica and Europe; the role of gender and the non-human in contemporary media; and the audiovisual literacy and media habits of the Generation Z, with special attention to interactive media. In 2017, Cristina received the Ruth McQuown Award for the Humanities of the College of Liberal Arts and Sciences in recognition of her commitment to diversity and overcoming barriers through her research and teaching style. She has also participated in film festivals such as San Sebastián and has experience working in 3D animation, as she worked in the production of the award-winning Mortadelo y Filemón (Javier Fesser, 2014). Cristina received her PhD from the University of Florida in 2018 and her B.A. from the University Carlos III of Madrid 2011.

  • Jose María Jiménez Peláez, Universidad Nebrija (NEBRIJA)
     

    PhD in Communication accredited by the Spanish agency ANECA, teacher of vocational training in the field of computer science and communications, as well as secondary school teacher, ICT consultant in schools Escolapios and teacher of the master's degree in teaching at the University Antonio de Nebrija. With more than 20 years of experience in the ICT, audiovisual and educational sector. Specialist in the knowledge and adaptation of communication to students, as well as training, integration and adaptation of new technologies in the classroom. Also, as a researcher he is an expert in game-based learning and gamification and a regular collaborator of educational institutions and universities (Nebrija, Universidad Rey Juan Carlos and Kobe University - Japan). His main lines of research are related to the study of gamification, serious games and ABJ, as well as research on social networks and 'how and why' teenagers use them.

  • Juana Rubio Romero, Universidad Nebrija (NEBRIJA)

    PhD from the Complutense University of Madrid with the thesis El consumo como configurador de identidades juveniles una perspectiva sociohistórica y psicoanalítica 2007. Directed by Dr. José Miguel Marinas Herreras. Professor accredited by ANECA with six years of research. Member of the Innomedia research group, Nebrija University. Specialized in communication, social networks, video games, digital natives and research methodologies.

     

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Published

2025-11-04

How to Cite

How do digital natives play? Nuances of the gender and generation gap between Millennials and Z in video games. (2025). Revista De La Asociación Española De Investigación De La Comunicación, 12(24). https://doi.org/10.24137/raeic.12.24.07