Basic psychological need satisfaction and thwarting: a study with brazilian professional players of League of Legends

Recently, the skill to play games has led to the professionalization of the activity in the form of “eSports” (electronic sports). Despite the popularity of eSports, little is known about its professional players from a psychological perspective. Given the importance of the coach-created environment...

Descripción completa

Detalles Bibliográficos
Autores: Angelo, Daniela Lopes, Junior, Marcelo Villas Boas, de Freitas Corrêa, Mariana, Souza, Vânia Hernandez, de Paula Moura, Larissa, de Oliveira, Rosemeire, Bossio, Mario Reyes, Brandão, Maria Regina Ferreira
Tipo de recurso: artículo
Fecha de publicación:2022
País:Perú
Institución:Universidad Peruana de Ciencias Aplicadas
Repositorio:UPC-Institucional
Idioma:inglés
OAI Identifier:oai:repositorioacademico.upc.edu.pe:10757/659222
Acceso en línea:https://doi.org/10.3390/su14031701
http://hdl.handle.net/10757/659222
Access Level:acceso abierto
Palabra clave:Basic psychological needs
Coaching
Electronic sports
Motivational climate
https://purl.org/pe-repo/ocde/ford#5.01.00
Descripción
Sumario:Recently, the skill to play games has led to the professionalization of the activity in the form of “eSports” (electronic sports). Despite the popularity of eSports, little is known about its professional players from a psychological perspective. Given the importance of the coach-created environment in the athletes’ motivational processes, this study aimed to investigate the key psychological dimensions of the coach-created climate in 75 Brazilian professional players of League of Legends (LoL) considering the Self-Determination Theory (SDT) and Achievement Goal Theory (AGT). Fourteen hypotheses were tested, of which seven were confirmed. The empowering climate was a predictor of basic psychological-needs satisfaction and indirectly influenced autonomous motivation. The need satisfaction had a significant impact on both autonomous motivation and on lack of motivation, which, in turn, explained 56% of the variance in well-being and the intention to keep playing eSports. The disempowering climate was a predictor of psychological-needs thwarting but had no significant impact on autonomous motivation or lack of motivation. The results obtained support SDT and AGT in the context of eSports and were similar to those conducted with athletes from traditional sports, indicating that the empower-ing-and-disempowering-coaching-climates conceptualization applies not only to traditional sports athletes but also to professional eSports players.