Harshdeep S. Mangat , Róbert Urbán , Patrik Koncz , Zsolt Demetrovics , Andrea Czakó , Mark D. Griffiths , Orsolya Király
{"title":"个性、动机和游戏障碍症状:一项针对电子竞技玩家、高参与度玩家和休闲玩家的大规模比较研究。","authors":"Harshdeep S. Mangat , Róbert Urbán , Patrik Koncz , Zsolt Demetrovics , Andrea Czakó , Mark D. Griffiths , Orsolya Király","doi":"10.1016/j.comppsych.2025.152623","DOIUrl":null,"url":null,"abstract":"<div><h3>Background and aims</h3><div>Esports playing (i.e., competitive videogaming) is an ever-growing activity but has a variety of risks or harms associated with problematic consumption. The aim of the present study was to investigate the extent to which esports is associated with different indicators of problematic consumption and how motivations for playing videogames reflect differences between esports players, recreational players, and highly engaged gamers.</div></div><div><h3>Methods</h3><div>Self-report data were collected regarding personality, psychopathological symptoms, and gaming behavior among 14,727 gamers (mean age = 24.1 years [SD = 7.0]; 89.3 % male) comprising 557 esports players (mean age = 21.5 years [SD = 6.5]; 95.9 % male), 5101 recreational players (mean age = 26.1 years [SD = 7.5]; 87.8 % male), and 9069 highly engaged gamers (mean age = 23.2 years [SD = 6.4]; 89.7 % male).</div></div><div><h3>Results</h3><div>Comparing all three groups, esports players were more likely to be male, younger in age, and were more likely to have a competitive personality. When compared to highly engaged gamers with regard to gaming motivation, esports players showed lower mastery, stimulation, and escapism motives. Highly engaged gamers displayed higher sensation seeking, higher negative affectivity, and lower sociability compared to the other two groups.</div></div><div><h3>Conclusion</h3><div>Esports players tend to have a balanced psychological profile, which indicates that esports themselves are not necessarily associated with problematic use characteristics. Highly engaged gamers showed potentially harmful characteristics in terms of higher perceived stress and depression, and motivations to play (escapism). Interventions are encouraged to protect and support this group of gamers.</div></div>","PeriodicalId":10554,"journal":{"name":"Comprehensive psychiatry","volume":"142 ","pages":"Article 152623"},"PeriodicalIF":4.2000,"publicationDate":"2025-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Personality, motivations, and gaming disorder symptoms: A large-scale comparative study of esports players, highly engaged gamers, and recreational players.\",\"authors\":\"Harshdeep S. Mangat , Róbert Urbán , Patrik Koncz , Zsolt Demetrovics , Andrea Czakó , Mark D. Griffiths , Orsolya Király\",\"doi\":\"10.1016/j.comppsych.2025.152623\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Background and aims</h3><div>Esports playing (i.e., competitive videogaming) is an ever-growing activity but has a variety of risks or harms associated with problematic consumption. The aim of the present study was to investigate the extent to which esports is associated with different indicators of problematic consumption and how motivations for playing videogames reflect differences between esports players, recreational players, and highly engaged gamers.</div></div><div><h3>Methods</h3><div>Self-report data were collected regarding personality, psychopathological symptoms, and gaming behavior among 14,727 gamers (mean age = 24.1 years [SD = 7.0]; 89.3 % male) comprising 557 esports players (mean age = 21.5 years [SD = 6.5]; 95.9 % male), 5101 recreational players (mean age = 26.1 years [SD = 7.5]; 87.8 % male), and 9069 highly engaged gamers (mean age = 23.2 years [SD = 6.4]; 89.7 % male).</div></div><div><h3>Results</h3><div>Comparing all three groups, esports players were more likely to be male, younger in age, and were more likely to have a competitive personality. When compared to highly engaged gamers with regard to gaming motivation, esports players showed lower mastery, stimulation, and escapism motives. Highly engaged gamers displayed higher sensation seeking, higher negative affectivity, and lower sociability compared to the other two groups.</div></div><div><h3>Conclusion</h3><div>Esports players tend to have a balanced psychological profile, which indicates that esports themselves are not necessarily associated with problematic use characteristics. Highly engaged gamers showed potentially harmful characteristics in terms of higher perceived stress and depression, and motivations to play (escapism). Interventions are encouraged to protect and support this group of gamers.</div></div>\",\"PeriodicalId\":10554,\"journal\":{\"name\":\"Comprehensive psychiatry\",\"volume\":\"142 \",\"pages\":\"Article 152623\"},\"PeriodicalIF\":4.2000,\"publicationDate\":\"2025-07-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Comprehensive psychiatry\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0010440X25000513\",\"RegionNum\":2,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHIATRY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Comprehensive psychiatry","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0010440X25000513","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHIATRY","Score":null,"Total":0}
Personality, motivations, and gaming disorder symptoms: A large-scale comparative study of esports players, highly engaged gamers, and recreational players.
Background and aims
Esports playing (i.e., competitive videogaming) is an ever-growing activity but has a variety of risks or harms associated with problematic consumption. The aim of the present study was to investigate the extent to which esports is associated with different indicators of problematic consumption and how motivations for playing videogames reflect differences between esports players, recreational players, and highly engaged gamers.
Methods
Self-report data were collected regarding personality, psychopathological symptoms, and gaming behavior among 14,727 gamers (mean age = 24.1 years [SD = 7.0]; 89.3 % male) comprising 557 esports players (mean age = 21.5 years [SD = 6.5]; 95.9 % male), 5101 recreational players (mean age = 26.1 years [SD = 7.5]; 87.8 % male), and 9069 highly engaged gamers (mean age = 23.2 years [SD = 6.4]; 89.7 % male).
Results
Comparing all three groups, esports players were more likely to be male, younger in age, and were more likely to have a competitive personality. When compared to highly engaged gamers with regard to gaming motivation, esports players showed lower mastery, stimulation, and escapism motives. Highly engaged gamers displayed higher sensation seeking, higher negative affectivity, and lower sociability compared to the other two groups.
Conclusion
Esports players tend to have a balanced psychological profile, which indicates that esports themselves are not necessarily associated with problematic use characteristics. Highly engaged gamers showed potentially harmful characteristics in terms of higher perceived stress and depression, and motivations to play (escapism). Interventions are encouraged to protect and support this group of gamers.
期刊介绍:
"Comprehensive Psychiatry" is an open access, peer-reviewed journal dedicated to the field of psychiatry and mental health. Its primary mission is to share the latest advancements in knowledge to enhance patient care and deepen the understanding of mental illnesses. The journal is supported by a diverse team of international editors and peer reviewers, ensuring the publication of high-quality research with a strong focus on clinical relevance and the implications for psychopathology.
"Comprehensive Psychiatry" encourages authors to present their research in an accessible manner, facilitating engagement with clinicians, policymakers, and the broader public. By embracing an open access policy, the journal aims to maximize the global impact of its content, making it readily available to a wide audience and fostering scientific collaboration and public awareness beyond the traditional academic community. This approach is designed to promote a more inclusive and informed dialogue on mental health, contributing to the overall progress in the field.