Engaging and Polling Young People in Iceland, Spain and Ireland

The first phase of the Gamer-Con project consisted of listening directly to young people aged 18 to 25 in Island, Spain and Ireland. Through short, accessible surveys, we gathered information about their gaming habits, their favourite platforms and, above all, their interest in participating in social activities that combine video games and wellbeing.

This consultation is the basis for designing the upcoming Gamer-Con Social Events, where gaming becomes a tool for strengthening mental health, inclusion, and community.

What Young People Are Saying

Voices from the Community
"Gaming has helped me a lot to come out of my shell, so I think it is a good way to get other people who may be shy to talk about their well-being..."
19 years old, Ireland
"It is very important not to lose sight of the importance of “playing” and simulations, as this is how we can truly learn about life, emotions, actions, etc."
24 years old, Spain
"I think gaming is very important for connecting with others online, and it is a real social outlet for people who otherwise feel awkward engaging in social activities."
21 years old, Ireland
Participant profile
  • Spain: 52 valid responses (29 women, 22 men, 1 non-binary person). Majority in large cities (>50,000 inhabitants).
  • Ireland: 53 responses (75% men, rest women or prefer not to say). Majority in towns and rural areas (<50,000 inhabitants).
  • Iceland: 

 

Key difference: in Spain, young urbanites predominate; in Ireland, young ruralites predominate.

🎮 Gaming habits
  • Frequency:
    • Spain → 69% play almost daily or several times a week.
    • Ireland → most play 3–5 times a week or every day.
    • Iceland →
  • Playing style:
    • Spain → 54% combine solo and multiplayer gaming.
    • Ireland → most also combine both modes, but with a greater emphasis on consoles.
    • Iceland →
🕹️ Platforms and types
  • Favourite platforms:
    • Spain → PC/laptop in first place, followed by consoles and mobiles.
    • Ireland → consoles (PlayStation, Xbox) dominate, followed by PC.
    • Iceland →
  • Most played genres:
    • Solo → RPGs, simulators and narrative adventures (Zelda, Life is Strange, Stardew Valley).
    • Group → competitive and cooperative games (Rocket League, FIFA, Mario Kart, Call of Duty, Among Us).
⭐ Current favourite games
  • Spain: Minecraft (16), Animal Crossing (12), Stardew Valley (10), Zelda (7).
  • Ireland: Minecraft (11), Terraria (7), Skyrim (6), Call of Duty, Animal Crossing, FIFA, Final Fantasy XIV, Cyberpunk 2077 (5 each).
  • Iceland:

 

👉 In all countries, Minecraft has established itself as the most shared and versatile title.

Analysis of the reports from Spain, Ireland and Iceland paints a clear picture: video games are an essential part of young people’s lives and have become a space where leisure, socialisation and self-care coexist.

In Spain, most participants come from urban environments, with greater access to face-to-face activities but also with fast-paced and sometimes impersonal social dynamics. In Ireland, on the other hand, young people from rural areas predominate, where leisure and support opportunities are more limited, and gaming emerges as a fundamental tool for combating isolation. In Iceland

In all three contexts, the frequency of gaming is very high: most play several times a week or even daily. This data reinforces the idea that video gaming is not a marginal hobby, but an everyday space where identities, friendships and wellness routines are built. The flexibility of styles also stands out: many people combine solo play with shared experiences, opening the door to activities that integrate both individual reflection and group collaboration.

Game preferences reflect great diversity. Minecraft appears as a common title in all countries, combining creativity and community, while other names such as Animal Crossing, Stardew Valley and Skyrim show the appeal of narrative and exploration experiences. At the same time, competitive games such as FIFA, Rocket League and Call of Duty continue to be drivers of interaction and teamwork.

Most relevant is the strong interest in participating in social activities linked to gaming and wellbeing. Three out of four young people in Spain and two out of three in Ireland say they want to join in these types of activities, showing a clear willingness to transfer their hobby to community meeting spaces. Among the most highly valued activities are weekly gaming meetups, creative workshops, and mental health discussion sessions, confirming that young people want gaming to also be a means of expressing themselves, taking care of themselves, and connecting meaningfully with their environment.

In short, the results of Activity 1 confirm that the Gamer-Con model has enormous potential: to turn video games into a tool for inclusion, cohesion and well-being, capable of adapting to different geographical and social realities. The next step will be to transform this evidence into concrete experiences through Gamer-Con Social Events, creating communities where playing is also synonymous with growing, sharing and supporting each other.

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