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In recent years, it has been observed that the transition of much of our lives to the digital world are driving a "gamblification" of different sectors. Although this term has been used to refer to the increased prominence of gambling in sectors already traditionally related to it, such as sports and sports betting, on the internet, this process has translated into the introduction of gambling in new areas. Perhaps the main example of this second dimension of the process is gamification of videogames. The convergence of gambling and betting with new sectors, as well as the reinforcement and magnification of these relationships in the digital ecosystem, allow us to talk about a process of gamblification. This process is being driven by major industries to maximize their profits and, as we aim to explain in this paper, it is part of a broader process of accumulation by dispossession that is shaping our digital contexts. Consequently, this research will take the gamblification of video games as a case study to identify different forms of harm caused by the introduction of monetization models based on gambling and, at the same time, to examine the role of legal regulation in these processes.