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...

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Autores: Mateo Orcajada, Adrián, Vaquero Cristóbal, Raquel, Gallardo Guerrero, Ana María, Abenza Cano, Lucía
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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spelling 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.
publishDate 2023
dc.date.none.fl_str_mv 2023
dc.type.none.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv http://hdl.handle.net/10952/7913
url http://hdl.handle.net/10952/7913
dc.language.none.fl_str_mv Inglés
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instname:Universidad Católica San Antonio de Murcia (UCAM)
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reponame_str RIUCAM. Repositorio Institucional de la Universidad Católica San Antonio de Murcia
collection RIUCAM. Repositorio Institucional de la Universidad Católica San Antonio de Murcia
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