Prediction of toxic behavior in League of Legends esports based on dark personality, motives for playing, and tilt
DOI:
https://doi.org/10.47197/retos.v58.106602Keywords:
toxic behavior, motives, video games, dark personality, TiltAbstract
Video games have had a notable development in the last decade, among the most popular is League of Legends. This study aimed to determine if toxic behavior (victimization and perpetration) and Tilt varied according to the honor level of the participants and to predict Toxic behavior (victimization and perpetration) in the video game League of Legends based on dark personality. the reasons to play and Tilt. For this purpose, an intentional sample of 255 Argentine amateur League of Legends players (81% male) with an average age of 23 years (SD = 3.55) was constituted. The results showed that for the Tilt, higher levels were found in its behavioral dimension for the group with lower honor, while higher levels were found for being a victim of toxic behavior in the group with higher honor. In the case of the prediction for toxic behavior, it was detected that for perpetration, 30% of the variance was predicted from competition as a motive for playing and emotional inclination, for victimization, 24% was predicted from psychopathy as negative predictor, competition motive and the three dimensions of tilt.
Keywords: toxic behavior; motives; video games; dark personality; Tilt.
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