At Gamer-Con, we have taken a very important first step: listening directly to young people about their relationship with video games and their social needs. Between June and July 2025, we conducted a survey in Spain among girls, boys and non-binary young people between the ages of 18 and 25.
The aim was to understand how, why and with whom they play, and what they expect from spaces that connect gaming and wellbeing.
Key findings
- Diversity of profiles: 52 young people participated, mostly from large cities, but also from rural areas where video games are a key means of social connection.
- Gaming as a habit: 69% play almost daily or several times a week. For many people, gaming is now part of their routine for leisure, socialising and emotional management.
- Between the individual and the social: more than half combine solo gaming with shared experiences. Some use gaming as a personal space to disconnect, while others experience it as a community driver.
- Varied platforms and genres: PCs and consoles are the most widely used, with preferences ranging from narrative adventures (Zelda, Life is Strange) to competitive and cooperative titles (Rocket League, FIFA, Mario Kart).
- Current favourite games: Minecraft (16 mentions), Animal Crossing (12), Stardew Valley (10) and Zelda (7), among others. A mix of creativity, exploration, cooperation and narrative.
- Desire to participate: 75% want to join social activities related to video games and wellbeing. The most interest is in weekly gaming meetups, creative workshops and talks on mental health.
What does this mean for Gamer-Con?
The results confirm something key: video games are not just entertainment. They are a meeting point, a means of expression and a powerful tool for strengthening mental health and social connections.
With this information, we will design the next Gamer-Con Social Events in Spain, Iceland, and Ireland. They will be safe, inclusive, and fun spaces where people can play, create, and talk about well-being in a natural way, without pressure.
👉 You can read the full report here: