Previsão de comportamento tóxico em esportes eletrônicos de League of Legends com base na personalidade sombria, motivos para jogar e inclinação

Autores

  • Pablo Christian González Caino Universidad Argentina de la Empresa (UADE) https://orcid.org/0000-0003-2387-5777
  • Miguel Angel Eirin Universidad Argentina de la Empresa (UADE)
  • Santiago Resett Universidad Austral

DOI:

https://doi.org/10.47197/retos.v58.106602

Palavras-chave:

comportamiento tóxico, motivos, videojuego, personalidad oscura, Tilt

Resumo

Os videogames tiveram um desenvolvimento notável na última década, entre os mais populares está League of Legends. Este estudo teve como objetivo determinar se o comportamento tóxico (vitimização e perpetração) e o Tilt variaram de acordo com o nível de honra dos participantes e prever o comportamento tóxico (vitimização e perpetração) no videogame League of Legends baseado na personalidade sombria, os motivos para isso. jogar e o Tilt. Para tanto, foi constituída uma amostra intencional de 255 jogadores amadores argentinos de League of Legends (81% homens) com idade média de 23 anos (DP = 3,55). Os resultados mostraram que para o Tilt foram encontrados níveis mais elevados na sua dimensão comportamental para o grupo com menor honra, enquanto níveis mais elevados foram encontrados no grupo com maior honra por ter sido vítima de comportamento tóxico. No caso da previsão para comportamento tóxico, detectou-se que para a perpetração, 30% da variância foi prevista a partir da competição como motivo para brincar e da inclinação emocional, para a vitimização, 24% foi prevista a partir da psicopatia como preditor negativo, a razão para jogar competitivamente e as três dimensões do tilt.

Palavras-chave: comportamento tóxico; razões; videogame; personalidade sombria; Inclinar.

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Publicado

01-09-2024

Edição

Secção

Artigos de caráter científico: trabalhos de pesquisas básicas e/ou aplicadas.

Como Citar

González Caino, P. C., Eirin, M. A. ., & Resett, S. (2024). Previsão de comportamento tóxico em esportes eletrônicos de League of Legends com base na personalidade sombria, motivos para jogar e inclinação. Retos, 58, 811-816. https://doi.org/10.47197/retos.v58.106602