Resumen: (1) Gamers are a new social phenomenon on YouTube whose success is based on their humour and social identity. The aim of this research is to deepen the understanding of the behaviour of the 100 gamers with the largest numbers of fans worldwide by studying their channels on YouTube; (2) Methods: This is a longitudinal research study from 20/08/2019 to 20/08/2020. The methodology consists of three techniques: social media analysis, opinion mining or sentiment analysis, and qualitative semantic analysis; (3) Results: The results of regression and KPI analysis confirm that the most popular contents have high levels of humour, positive polarity, irony, and subjectivity. In addition, the jargon of the digital community is used, focusing on group identification; (4) Conclusions: We conclude that teenagers use YouTube to search content that is cheerful, fun, and with high doses of humor and irony, in which gamers narrate their own vision of reality. Understanding these characteristics makes it possible to adapt educational channels to the interests of the adolescent community. At the same time, it allows us to understand how group identity is constructed in the virtual community, being able to establish lines of intervention from the educational and family orientation. Idioma: Inglés DOI: 10.3390/su132011391 Año: 2021 Publicado en: Sustainability (Switzerland) 13, 20 (2021), 11391 [21 pp.] ISSN: 2071-1050 Factor impacto JCR: 3.889 (2021) Categ. JCR: ENVIRONMENTAL STUDIES rank: 57 / 128 = 0.445 (2021) - Q2 - T2 Categ. JCR: ENVIRONMENTAL SCIENCES rank: 133 / 279 = 0.477 (2021) - Q2 - T2 Categ. JCR: GREEN & SUSTAINABLE SCIENCE & TECHNOLOGY rank: 35 / 47 = 0.745 (2021) - Q3 - T3 Categ. JCR: GREEN & SUSTAINABLE SCIENCE & TECHNOLOGY rank: 7 / 9 = 0.778 (2021) - Q4 - T3 Factor impacto CITESCORE: 5.0 - Social Sciences (Q1) - Engineering (Q1) - Energy (Q2) - Environmental Science (Q2)