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Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players

Bäcklund, Christian (author)
Luleå tekniska universitet,Hälsa, medicin och rehabilitering
Eriksson Sörman, Daniel, 1974- (author)
Umeå universitet,Institutionen för psykologi,Department of Psychology, Umeå University, Umeå, Sweden
Röhlcke, Sebastian (author)
Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden; Laboratorievägen 14, Luleå, 971 87, Sweden
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Nyström, Markus B. T., 1973- (author)
Luleå tekniska universitet,Hälsa, medicin och rehabilitering
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 (creator_code:org_t)
2024
2024
English.
In: Current Psychology. - : Springer. - 1046-1310 .- 1936-4733.
  • Journal article (peer-reviewed)
Abstract Subject headings
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  • This study explored the relationship between the big five personality traits and gaming disorder symptoms (GDS) in a sample of Dota 2 players. Recent research has indicated that the relationship between personality traits and GDS may depend on the video game genre investigated. However, the association between GDS and personality has yet to be investigated within a specific game, which may be even more relevant to explore as each game offers unique gameplay mechanics that can influence player behavior differently. Thus, the present study investigated the relationship between the big five personality traits and GDS in a sample of video game players from a specific game, DOTA 2 (n = 321, M = 23.25 years, SD = 4.51). Multiple linear regression was used to analyze GDS formatted as a composite score, and multinomial logistic regressions were further conducted for analyses in which gamers were classified into normal gamers (i.e., less than three criteria endorsed), moderate-risk gamers (i.e., four criteria endorsed), and high-risk gamers (i.e., all criteria endorsed). The analysis of the composite score showed a significant relationship between neuroticism, conscientiousness, agreeableness, and GDS. Analyses of the gaming classifications revealed that neuroticism was the most crucial factor concerning differentiating moderate-risk and high-risk from normal gamers. The findings and their practical implications are further discussed.

Subject headings

SAMHÄLLSVETENSKAP  -- Psykologi (hsv//swe)
SOCIAL SCIENCES  -- Psychology (hsv//eng)

Keyword

Gaming disorder
Problematic gaming
Internet gaming disorder
Multiplayer Online Battle Arena
Personality
Video games
Psychology
psykologi
Psychology
psykologi
Psychology

Publication and Content Type

ref (subject category)
art (subject category)

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