Izvorni znanstveni članak
https://doi.org/10.48188/so.6.11
The association of online game content with well-being and self-esteem
Dea Miletić
; Faculty of Humanities and Social Sciences, University of Split, Split, Croatia
Ivan Buljan
orcid.org/0000-0002-8719-7277
; Department of Psychology, Faculty of Humanities and Social Sciences, University of Split, Split, Croatia
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* Dopisni autor.
Sažetak
Aim: This study investigated the differences in self-esteem and well-being of gamers who prefer different categories of online games, including cooperative, competitive, educational and violent games, with a particular focus on League of Legends players. The aim was to find out whether the self-esteem and well-being of gamers in these game preference groups differ.
Methods: The data was collected via an online survey distributed across multiple social media platforms. The study used a combination of convenience and snowball sampling techniques to recruit participants. The variables examined included demographic data (gender, age, nationality), gaming habits (game type, playing time, impact), well-being and self-esteem.
Results: The survey was completed by 445 participants (68.2% male) with a median age of 22 years (interquartile range 18-26), predominantly from the Middle East (n=230, 51.4%). Results showed no significant association between game content and gamers’ self-esteem or well-being (P>0.05 for all comparisons). However, League of Legends players were a notable exception, showing lower scores in the areas of personal growth and self-direction and overall self-esteem, and higher scores in the areas of psychological distress and relationship struggles, compared to players of other games.
Conclusion: In this study we found no association between game type and individual self-esteem and well-being. Future research should explore the motivations for engaging in different types of games and the wider impact of competitive gaming environments on mental health.
Study registration: https://osf.io/cf5r3/
Ključne riječi
competitive games; cooperative games; game content; self-esteem; video games; well-being
Hrčak ID:
337624
URI
Datum izdavanja:
3.11.2025.
Posjeta: 166 *