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ST-OPEN, Vol. 6 , 2025.

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 id orcid.org/0000-0002-8719-7277 ; Department of Psychology, Faculty of Humanities and Social Sciences, University of Split, Split, Croatia *

* Dopisni autor.


Puni tekst: engleski pdf 337 Kb

str. 1-15

preuzimanja: 73

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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

https://hrcak.srce.hr/337624

Datum izdavanja:

3.11.2025.

Posjeta: 166 *