The impact of videogames on the mood of amateur youth players during consecutive games
Introduction: Esports have experienced tremendous growth in recent years. In the scientific field, previous research has shown the determining role of psychology in competitive performance, but little is known about the factors that may be more determinant. In addition, in the amateur field, where f...
| Autores: | , , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2023 |
| País: | España |
| Institución: | Universidad Católica San Antonio de Murcia (UCAM) |
| Repositorio: | RIUCAM. Repositorio Institucional de la Universidad Católica San Antonio de Murcia |
| OAI Identifier: | oai:repositorio.ucam.edu:10952/7913 |
| Acceso en línea: | http://hdl.handle.net/10952/7913 |
| Access Level: | acceso abierto |
| Palabra clave: | Amateur Psychology Social impact Esports Competitive games Moods |
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The impact of videogames on the mood of amateur youth players during consecutive gamesMateo Orcajada, AdriánVaquero Cristóbal, RaquelGallardo Guerrero, Ana MaríaAbenza Cano, LucíaAmateurPsychologySocial impactEsportsCompetitive gamesMoodsIntroduction: Esports have experienced tremendous growth in recent years. In the scientific field, previous research has shown the determining role of psychology in competitive performance, but little is known about the factors that may be more determinant. In addition, in the amateur field, where fun and enjoyment are the most important factors, it has been observed that players can see their psychological state altered due to different factors, but it is not known if the outcome of the game (win or lose) can be influential. For this reason, the aim of the present investigation was to analyze changes in players’ mood between three consecutive games as a function of the outcome of each game. Methods: A total of 14 amateur players participated in the research, all of them with previous experience and being regular League of Legends players. The participants completed the POMS questionnaire before the start of each game and the outcome of each game was recorded at the end. Results: The results showed that no significant pre-game differences were found in any of the games, regardless of winning or losing. Significant differences were found in the pre-game mood between the first and second game, according to the outcome of the first game, and between the second and third game, according to the outcome of the second game. Between the first and second games, there was a significant increase in depression (p=0.038) and anger (p=0.003) when the first game was lost; and between the second and third games, there was a decrease in tension ( p = 0.003) and anger ( p = 0.022) when the second game was won. In addition, it should be noted that fatigue increased significantly after each game, regardless of the outcome, and with respect to the change in mood, this was more noticeable when the first game was lost and the second was won, as significant changes were observed in tension ( p = 0.028), depression ( p = 0.030) and anger ( p = 0.006). Conclusion: Pre-match mood does not influence post-match performance, but mood changes do occur between successive matches depending on the outcome of the match.Actividad Física y DeportePsicología2023info:eu-repo/semantics/articlehttp://hdl.handle.net/10952/7913reponame:RIUCAM. Repositorio Institucional de la Universidad Católica San Antonio de Murciainstname:Universidad Católica San Antonio de Murcia (UCAM)Inglésinfo:eu-repo/semantics/openAccessoai:repositorio.ucam.edu:10952/79132026-06-07T18:35:21Z |
| dc.title.none.fl_str_mv |
The impact of videogames on the mood of amateur youth players during consecutive games |
| title |
The impact of videogames on the mood of amateur youth players during consecutive games |
| spellingShingle |
The impact of videogames on the mood of amateur youth players during consecutive games Mateo Orcajada, Adrián Amateur Psychology Social impact Esports Competitive games Moods |
| title_short |
The impact of videogames on the mood of amateur youth players during consecutive games |
| title_full |
The impact of videogames on the mood of amateur youth players during consecutive games |
| title_fullStr |
The impact of videogames on the mood of amateur youth players during consecutive games |
| title_full_unstemmed |
The impact of videogames on the mood of amateur youth players during consecutive games |
| title_sort |
The impact of videogames on the mood of amateur youth players during consecutive games |
| dc.creator.none.fl_str_mv |
Mateo Orcajada, Adrián Vaquero Cristóbal, Raquel Gallardo Guerrero, Ana María Abenza Cano, Lucía |
| author |
Mateo Orcajada, Adrián |
| author_facet |
Mateo Orcajada, Adrián Vaquero Cristóbal, Raquel Gallardo Guerrero, Ana María Abenza Cano, Lucía |
| author_role |
author |
| author2 |
Vaquero Cristóbal, Raquel Gallardo Guerrero, Ana María Abenza Cano, Lucía |
| author2_role |
author author author |
| dc.subject.none.fl_str_mv |
Amateur Psychology Social impact Esports Competitive games Moods |
| topic |
Amateur Psychology Social impact Esports Competitive games Moods |
| description |
Introduction: Esports have experienced tremendous growth in recent years. In the scientific field, previous research has shown the determining role of psychology in competitive performance, but little is known about the factors that may be more determinant. In addition, in the amateur field, where fun and enjoyment are the most important factors, it has been observed that players can see their psychological state altered due to different factors, but it is not known if the outcome of the game (win or lose) can be influential. For this reason, the aim of the present investigation was to analyze changes in players’ mood between three consecutive games as a function of the outcome of each game. Methods: A total of 14 amateur players participated in the research, all of them with previous experience and being regular League of Legends players. The participants completed the POMS questionnaire before the start of each game and the outcome of each game was recorded at the end. Results: The results showed that no significant pre-game differences were found in any of the games, regardless of winning or losing. Significant differences were found in the pre-game mood between the first and second game, according to the outcome of the first game, and between the second and third game, according to the outcome of the second game. Between the first and second games, there was a significant increase in depression (p=0.038) and anger (p=0.003) when the first game was lost; and between the second and third games, there was a decrease in tension ( p = 0.003) and anger ( p = 0.022) when the second game was won. In addition, it should be noted that fatigue increased significantly after each game, regardless of the outcome, and with respect to the change in mood, this was more noticeable when the first game was lost and the second was won, as significant changes were observed in tension ( p = 0.028), depression ( p = 0.030) and anger ( p = 0.006). Conclusion: Pre-match mood does not influence post-match performance, but mood changes do occur between successive matches depending on the outcome of the match. |
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2023 |
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2023 |
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info:eu-repo/semantics/article |
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article |
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http://hdl.handle.net/10952/7913 |
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http://hdl.handle.net/10952/7913 |
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Inglés |
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Inglés |
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info:eu-repo/semantics/openAccess |
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openAccess |
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reponame:RIUCAM. Repositorio Institucional de la Universidad Católica San Antonio de Murcia instname:Universidad Católica San Antonio de Murcia (UCAM) |
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