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Haris Šunje

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The objective of this research was to (1) gain insight into the online and offline video gaming activities participants engaged in over the previous 12 months related to IGD, and (2) examine differences in internet gaming disorder scores between eSports players and gamers. The research was conducted on 62 participants (N=62), 26 of whom are eSports players participating in state-level and regional-level competitions, while the remaining 36 are classified as gamers. Regression analysis and t-test statistical procedures were used to test the hypotheses regarding internet gaming disorder, utilizing the IGD-20 (Internet Gaming Disorder-20) psychological scale. It was hypothesized that age, age of initiation into gaming, weekly hours played, and gamer/eSports player status are statistically significant predictors of internet gaming disorder, while also assuming that eSports players score lower on mood modification, withdrawal symptoms, and conflict subscales of internet gaming disorder. Results indicate that the first hypothesis was partially confirmed, where age (ß=-.275, p<.05) and gamer/eSports player status (ß=.459, p<.001) are statistically significant predictors of internet gaming disorder, while other variables showed no statistical significance. Testing differences between eSports players and gamers, all three hypotheses were confirmed, with eSports players scoring significantly lower on mood modification (t(60)=3.37, p<.01), withdrawal symptoms (t(60)=2.98, p<.01), and conflict (t(60)=2.86, p<.01) subscales. Conclusively, the results imply better mental health, control, and resilience in comparison to gamers, likely due to the organizational aspects of eSports organizations and the professional elements of their roles, which together seemingly serve as protective factors against mental health disorders. This research aimed to raise new questions and briefly introduce important details related to eSports and gaming.

The primary aim of the paper is to conduct research on the personality traits and pre-competition anxiety of Esports and sports players, in addition to confirming differences in personality and pre-competition anxiety between the two examined groups. The research has been conducted on 67 (N=67) subjects, 30 of whom are semi-professional or professional gamers who participate in state-level and regional-level competitions. The remaining 37 subjects are the highest-ranked athletes in Bosnia and Herzegovina. The t-test, a type of inferential statistic, has been used to determine statistical differences in disposition between the arithmetic means of the two groups, using BFI-44 (α=0.78) and CSAI-2 (α=0.60) measuring instruments. It has been anticipated that the Esports players are ranked lower at Extraversion (E) and Agreeableness (A) levels, while their Neuroticism (N) level is higher compared to the results of the athletes. The research indicates that all of the three hypotheses regarding the Big Five Model have been confirmed – on the scale of Extraversion (E) with significance levels of p=0.000 (p<0.0001); on the scale of Agreeableness (A) with significance levels of p=0.002 (p<0.01); on the scale of Neuroticism (N) with significance levels of p=0.042 (p<0.05). Furthermore, the fourth and fifth research hypotheses, proposing there is a statistically significant difference in cognitive and somatic anxiety (CSAI-2) in Esports players and athletes, were not confirmed. The sixth research hypothesis was confirmed, showing that there is a statistically significant difference between Esports players and athletes on the self-confidence dimension (CSAI-2) with p=0.030 (p<0.05). Results gathered on this sample could serve as an important part of understanding the differences between Esports players and athletes.

The primary aim of the paper is to conduct research on the personality traits in esport players and athletes, in addition to confirming differences in personality between the two examined groups. The research has been conducted on 67 (N=67) examinees, 30 of whom are semi-professional or professional esports players who participate in state-level and regional-level competitions. The remaining 37 examinees are the highest-ranked athletes in Bosnia and Herzegovina. T-test, a type of inferential statistic, has been used to determine statistical differences in disposition between the arithmetic means of the two groups, using the BFI-44 (a=0.78) measuring instrument. It has been anticipated that esports players would be ranked lower on Extraversion (E), Agreeableness (A), and Conscientiousness (C), but higher on the Neuroticism (N) and Openness (O) dimensions compared to athletes. The research indicates that four of the five hypotheses have been confirmed - on the scale of Extraversion (E) with significance levels of p=.000 (p<0.0001); Agreeableness (A) showing p=.002 (p<0.01); Neuroticism (N) showing p=.042 (p<0.05); and Conscientiousness (C) showing significance levels of p=.004 (p<0.01) The fifth hypothesis was not confirmed on this sample. The results gathered on this sample could significantly contribute to understanding the differences between esports players and athletes.

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