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Facets of competitiveness as predictors of problem video gaming among players of massively multiplayer online first-person shooter games

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Abstract

Massively Multiplayer Online First-Person Shooter (MMOFPS) games are among the most high-risk games related to the development problem video gaming. These games are often designed to promote direct competition between players, and research has identified competition as a key motivator for participation in online games. However, it is not clear whether competitiveness measured as a personality trait is associated with problematic video gaming engagement. The primary aim of the current study was to examine the relationship between three facets of trait competitiveness and problem online video gaming among players of MMOFPS games who reported playing these video games at least 1–4 times a week. A multiple regression analysis revealed that dominant competitiveness was the only facet of trait competitiveness to predict problem gaming score. The results of the current study expand upon previous indications that competitiveness motivates online gaming, suggesting that inherent dominant competitive tendencies may increase the risk of problematic participation in competition-centered online video games.

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Notes

  1. Results from a regression analysis completed using the full sample of participants (N = 688) have been included in a supplemental table.

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Data Availability Statement

The datasets generated during and/or analysed during the current study are available from the corresponding author on reasonable request.

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The study concept and design were formulated by Nick Harris. Material preparation, participant recruitment, and data collection were facilitated by Nick Harris and Joshua Remedios. Statistical analyses were conducted by Nick Harris. The manuscript was prepared by Nick Harris and Kayla Hollett. All authors approved the final manuscript.

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Correspondence to Nick Harris.

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Harris, N., Hollett, K.B. & Remedios, J. Facets of competitiveness as predictors of problem video gaming among players of massively multiplayer online first-person shooter games. Curr Psychol 41, 3641–3650 (2022). https://doi.org/10.1007/s12144-020-00886-y

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  • DOI: https://doi.org/10.1007/s12144-020-00886-y

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