Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.

Filip Nuyens, Jory Deleuze, Pierre Maurage, Mark D Griffiths, Daria J Kuss, Joël Billieux
Author Information
  1. Filip Nuyens: Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain , Louvain-La-Neuve, Belgium.
  2. Jory Deleuze: Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain , Louvain-La-Neuve, Belgium.
  3. Pierre Maurage: Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain , Louvain-La-Neuve, Belgium.
  4. Mark D Griffiths: International Gaming Research Unit, Psychology Division, Nottingham Trent University , Burton Street, Nottingham, NG1 4BY, United Kingdom.
  5. Daria J Kuss: International Gaming Research Unit, Psychology Division, Nottingham Trent University , Burton Street, Nottingham, NG1 4BY, United Kingdom.
  6. Joël Billieux: Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain , Louvain-La-Neuve, Belgium.

Abstract

Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.

Keywords

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MeSH Term

Adolescent
Delay Discounting
Female
Humans
Impulsive Behavior
Internet
Male
Psychiatric Status Rating Scales
Psychological Tests
Self Report
Social Behavior
Video Games
Young Adult

Word Cloud

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