Personality Traits, Self-Esteem and Social Ostracism Among Valorant Players

Individuals born in and after 1995 spend most of their time playing video games. The majority of video games have violent content. This study aims to examine the effects of personality traits and self-esteem on social ostracism among Valorant players. In this context, 83 Valorant video game players, 55 male (66.3%) and 28 female (33.7%), were reached online. The mean age of the participants was 21.49 and the age-related standard deviation was 2.03 (age range 18-27). Faceted Inventory of the Five-Factor Model, Self-Esteem Scale, Social Ostracism Scale, and demographic information form were used. Data was analyzed by quantitative analysis techniques, namely correlation and simple linear regression. Findings show a positive relationship between social ostracism and neuroticism; and a negative relationship between social ostracism, agreeableness, and self-esteem. Neuroticism (envy) and self-esteem significantly predicted the variance (41%) in social ostracism. Findings were examined in light of the relevant literature, and some recommendations were made.

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Publication Details

Journal
İstanbul Gelişim Üniversitesi Sosyal Bilimler Dergisi
Published
2024-10-31
DOI
https://doi.org/10.17336/igusbd.1220779
Citations
1
Primary Topic
Death Anxiety and Social Exclusion
Type
article
Field-Weighted Citation Impact
0.64
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Personality Traits, Self-Esteem and Social Ostracism Among Valorant Players

Meryem Berrin Bulut, Şule Kaya
1 citations
İstanbul Gelişim Üniversitesi Sosyal Bilimler Dergisi
Death Anxiety and Social Exclusion
0.64
article

Personality Traits, Self-Esteem and Social Ostracism Among Valorant Players

Meryem Berrin Bulut, Şule Kaya
article en
1 citations

Abstract

Individuals born in and after 1995 spend most of their time playing video games. The majority of video games have violent content. This study aims to examine the effects of personality traits and self-esteem on social ostracism among Valorant players. In this context, 83 Valorant video game players, 55 male (66.3%) and 28 female (33.7%), were reached online. The mean age of the participants was 21.49 and the age-related standard deviation was 2.03 (age range 18-27). Faceted Inventory of the Five-Factor Model, Self-Esteem Scale, Social Ostracism Scale, and demographic information form were used. Data was analyzed by quantitative analysis techniques, namely correlation and simple linear regression. Findings show a positive relationship between social ostracism and neuroticism; and a negative relationship between social ostracism, agreeableness, and self-esteem. Neuroticism (envy) and self-esteem significantly predicted the variance (41%) in social ostracism. Findings were examined in light of the relevant literature, and some recommendations were made.

İstanbul Gelişim Üniversitesi Sosyal Bilimler DergisiVol. 11(2)
Cukurova University (TR)
Reduced inequalities
Openalex Percentile: Top 26%
Death Anxiety and Social Exclusion
0.64
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