Skip to main content
Erschienen in: International Journal of Mental Health and Addiction 3/2022

21.01.2021 | Original Article

The Link Between Battle Royale Games and Aggressive Feelings, Addiction, and Sense of Underachievement: Exploring eSports-Related Genres

verfasst von: Shiroh Ohno

Erschienen in: International Journal of Mental Health and Addiction | Ausgabe 3/2022

Einloggen, um Zugang zu erhalten

Abstract

The extremely violent and competitive new game genre battle royale is becoming increasingly popular, as exemplified by Fortnite and PUBG. However, previous research has infrequently extended to the exploration of its detrimental psychosocial effects. Our study conducted an online questionnaire survey recruiting Japanese students (n = 874) who currently play online games on a frequent basis. The findings of path analysis demonstrated that, among the game usage time by genre associated with esports, battle royale (β = 0.09) was the only variable associated with aggressive feelings. Battle royale (β = 0.08) and action (β = 0.08) showed statistically significant correlations with gaming addiction, and battle royale (β = 0.10) and action (β = 0.11) significantly correlated with a sense of underachievement. From the results of this study, it is suggested that the battle royale genre requires more attention than other esports genres, particularly in terms of aggressive feelings.
Fußnoten
1
KADOKAWA Game Linkage (2020) https://​kadokawagamelink​age.​jp/​news/​pdf/​news200213.​pdf (accessed March 17, 2020)
 
2
Statista: Number of registered users of Fortnite worldwide from August 2017 to March 2019, https://​www.​statista.​com/​statistics/​746230/​fortnite-players/​ (accessed March 17, 2020)
 
3
Armstrong. M (2018). Battle Royale: PUBG vs. Fortnite, https://​www.​statista.​com/​chart/​13233/​battle-royale_​-pubg-vs-fortnite/​ (accessed March 17, 2020)
 
4
Entertainment Software Rating Board, https://​www.​esrb.​org (accessed March 17, 2020)
 
5
The screening survey was distributed to about 20,000 high school and college students who were registered with the survey company.
 
6
This condition was set with the aim of obtaining a large sample of long-term exposure to online games within a limited budget. Specifically, “Have you ever been enthusiastic about (or been into) online games (including game apps)?” (Original text: あなたは、ネットゲーム(ゲームアプリを含む)に熱中した(はまった)ことはありますか。あてはまるものを1つお選びください) We used the question, “Please choose one option that applies to you. The choices were “1. I have never been enthusiastic about them.” “2. I was enthusiastic about them in the past, but I am not now.” “3. I am enthusiastic about them now” (Original text: 1.熱中したことはない、2.過去に熱中していたが、現在は熱中していない、3.現在熱中している), and the respondents who selected option 3 were extracted.
 
7
Quota sampling was used as the sampling method. The participants in this study were selected to be as evenly matched in grade and gender as possible.
 
8
Five variables were employed: 1 h or more, 2 h or more, 3 h or more, 4 h or more, and 5 h or more, indicating 1–5 points, respectively (M = 2.38 ± 1.40).
 
9
The sports/racing/MOBA and puzzle genres were removed because they were not significantly associated with any objective variables.
 
10
The shooting and trading card genres were removed because the paths to the objective variables disappeared.
 
Literatur
Zurück zum Zitat American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders, 5th edition: DSM-5. Washington, DC: American Psychiatric Publishing.CrossRef American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders, 5th edition: DSM-5. Washington, DC: American Psychiatric Publishing.CrossRef
Zurück zum Zitat Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136, 151–173.CrossRef Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136, 151–173.CrossRef
Zurück zum Zitat Busching, R., Gentile, D. A., Krahé, B., Möller, I., Khoo, A., Walsh, D. A., & Anderson, C. A. (2015). Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany. Psychology of Popular Media Culture, 4(2), 97–111. https://doi.org/10.1037/ppm0000004.CrossRef Busching, R., Gentile, D. A., Krahé, B., Möller, I., Khoo, A., Walsh, D. A., & Anderson, C. A. (2015). Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany. Psychology of Popular Media Culture, 4(2), 97–111. https://​doi.​org/​10.​1037/​ppm0000004.CrossRef
Zurück zum Zitat Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63, 452–459.CrossRef Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63, 452–459.CrossRef
Zurück zum Zitat Dickmeis, A., & Roe, K. (2019). Genres matter: Video games as predictors of physical aggression among adolescents. Communications, 44(1), 105–129.CrossRef Dickmeis, A., & Roe, K. (2019). Genres matter: Video games as predictors of physical aggression among adolescents. Communications, 44(1), 105–129.CrossRef
Zurück zum Zitat Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2019). Understanding video games: The essential introduction (4th ed.). New York: Routledge.CrossRef Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2019). Understanding video games: The essential introduction (4th ed.). New York: Routledge.CrossRef
Zurück zum Zitat Griffiths, M. (2017). The psychosocial impact of professional gambling, professional video gaming and eSports. Casino & Gaming International, 28, 59–63. Griffiths, M. (2017). The psychosocial impact of professional gambling, professional video gaming and eSports. Casino & Gaming International, 28, 59–63.
Zurück zum Zitat Kaye, L. K., & Bryce, J. (2012). Putting the “fun factor” into gaming: The influence of social contexts on experiences of playing videogames. International Journal of Internet Science, 7(1), 23–37. Kaye, L. K., & Bryce, J. (2012). Putting the “fun factor” into gaming: The influence of social contexts on experiences of playing videogames. International Journal of Internet Science, 7(1), 23–37.
Zurück zum Zitat Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The Internet gaming disorder scale. Psychological Assessment, 27(2), 567–582.CrossRef Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The Internet gaming disorder scale. Psychological Assessment, 27(2), 567–582.CrossRef
Zurück zum Zitat Matsuzaki, N., Watanabe, H., & Satou, K. (2004). Terebigemu no kougekisei ni kansuru kyouikushinrigakuteki kenkyu [Educational psychology of the aggressiveness in the video game]. Bulletin of the Faculty of Education Ehime University, 51(1), 45–52. Matsuzaki, N., Watanabe, H., & Satou, K. (2004). Terebigemu no kougekisei ni kansuru kyouikushinrigakuteki kenkyu [Educational psychology of the aggressiveness in the video game]. Bulletin of the Faculty of Education Ehime University, 51(1), 45–52.
Zurück zum Zitat Sferra, M. S., Fields, S., & Gentile, D. (2017). Game type as a moderator of the relationship between pathological video game use, impulsivity, aggression, and general psychopathology. Drug and Alcohol Dependence, 171, e187–e188.CrossRef Sferra, M. S., Fields, S., & Gentile, D. (2017). Game type as a moderator of the relationship between pathological video game use, impulsivity, aggression, and general psychopathology. Drug and Alcohol Dependence, 171, e187–e188.CrossRef
Zurück zum Zitat van Hilvoorde, I. (2016). Sport and play in a digital world. Sport, Ethics and Philosophy, 10(1), 1–4.CrossRef van Hilvoorde, I. (2016). Sport and play in a digital world. Sport, Ethics and Philosophy, 10(1), 1–4.CrossRef
Zurück zum Zitat van Hilvoorde, I., & Pot, N. (2016). Embodiment and fundamental motor skills in esports. Sport, Ethics and Philosophy, 10(1), 14–27.CrossRef van Hilvoorde, I., & Pot, N. (2016). Embodiment and fundamental motor skills in esports. Sport, Ethics and Philosophy, 10(1), 14–27.CrossRef
Metadaten
Titel
The Link Between Battle Royale Games and Aggressive Feelings, Addiction, and Sense of Underachievement: Exploring eSports-Related Genres
verfasst von
Shiroh Ohno
Publikationsdatum
21.01.2021
Verlag
Springer US
Erschienen in
International Journal of Mental Health and Addiction / Ausgabe 3/2022
Print ISSN: 1557-1874
Elektronische ISSN: 1557-1882
DOI
https://doi.org/10.1007/s11469-021-00488-0

Weitere Artikel der Ausgabe 3/2022

International Journal of Mental Health and Addiction 3/2022 Zur Ausgabe

ADHS-Medikation erhöht das kardiovaskuläre Risiko

16.05.2024 Herzinsuffizienz Nachrichten

Erwachsene, die Medikamente gegen das Aufmerksamkeitsdefizit-Hyperaktivitätssyndrom einnehmen, laufen offenbar erhöhte Gefahr, an Herzschwäche zu erkranken oder einen Schlaganfall zu erleiden. Es scheint eine Dosis-Wirkungs-Beziehung zu bestehen.

Typ-2-Diabetes und Depression folgen oft aufeinander

14.05.2024 Typ-2-Diabetes Nachrichten

Menschen mit Typ-2-Diabetes sind überdurchschnittlich gefährdet, in den nächsten Jahren auch noch eine Depression zu entwickeln – und umgekehrt. Besonders ausgeprägt ist die Wechselbeziehung laut GKV-Daten bei jüngeren Erwachsenen.

Darf man die Behandlung eines Neonazis ablehnen?

08.05.2024 Gesellschaft Nachrichten

In einer Leseranfrage in der Zeitschrift Journal of the American Academy of Dermatology möchte ein anonymer Dermatologe bzw. eine anonyme Dermatologin wissen, ob er oder sie einen Patienten behandeln muss, der eine rassistische Tätowierung trägt.

Spezielles Sportprogramm bei einer Reihe von psychischen Erkrankungen effektiv

08.05.2024 Psychotherapie Nachrichten

Sportliche Betätigung hilft nicht nur bei Depression, sondern auch in Gruppen von Patientinnen und Patienten mit unterschiedlichen psychischen Erkrankungen, wie Insomnie, Panikattacken, Agoraphobie und posttraumatischem Belastungssyndrom. Sie alle profitieren längerfristig.

Update Psychiatrie

Bestellen Sie unseren Fach-Newsletter und bleiben Sie gut informiert.