The association of online game content with well-being and self-esteem

Aim: This study investigated the relationship between various categories of online game content and their association with players' self-esteem and well-being, with a particular focus on players of League of Legends (LoL). The research aimed to explore whether different game genres, including cooperative, competitive, educational, and violent games, correlate with players' self-esteem and well-being. Methods: A cross-sectional design was employed using an online survey advertised on various different social media platforms. The study employed a combination of convenience and snowball sampling techniques to recruit participants. Variables measured included demographics (sex, age, nationality), gaming habits (game type, playtime, impact), well-being, and self-esteem. Descriptive statistics and the Kruskal-Wallis test in statistical software JASP were utilized to analyze differences across game content categories. Results: The survey was taken by 445 participants (68.2% male), with median age Md=22 (IQR 18-26), predominantly from Middle East (n=230, 51.4%). Results indicated no significant association between any game content type and players' self-esteem or well-being (p>0.05 for all comparisons). However, a notable exception was observed among League of Legends players, who displayed a negative association with both self-esteem and well-being compared to players of other game genres. Conclusion: No significant association between any game content type and players' self-esteem or well-being was found except for the League of Legends players who reported lower levels of well-being and self-esteem compared to players of other games. Future research should delve deeper into the motivations behind players' engagement with different game types and investigate the broader mental health implications of competitive gaming environments.

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Publication Details

Journal
St open
Published
2025-10-31
DOI
https://doi.org/10.48188/so.6.11
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00
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article

The association of online game content with well-being and self-esteem

Dea Miletić, Ivan Buljan
St open
Impact of Technology on Adolescents
article

The association of online game content with well-being and self-esteem

Dea Miletić, Ivan Buljan
article en

Abstract

Aim: This study investigated the relationship between various categories of online game content and their association with players' self-esteem and well-being, with a particular focus on players of League of Legends (LoL). The research aimed to explore whether different game genres, including cooperative, competitive, educational, and violent games, correlate with players' self-esteem and well-being. Methods: A cross-sectional design was employed using an online survey advertised on various different social media platforms. The study employed a combination of convenience and snowball sampling techniques to recruit participants. Variables measured included demographics (sex, age, nationality), gaming habits (game type, playtime, impact), well-being, and self-esteem. Descriptive statistics and the Kruskal-Wallis test in statistical software JASP were utilized to analyze differences across game content categories. Results: The survey was taken by 445 participants (68.2% male), with median age Md=22 (IQR 18-26), predominantly from Middle East (n=230, 51.4%). Results indicated no significant association between any game content type and players' self-esteem or well-being (p>0.05 for all comparisons). However, a notable exception was observed among League of Legends players, who displayed a negative association with both self-esteem and well-being compared to players of other game genres. Conclusion: No significant association between any game content type and players' self-esteem or well-being was found except for the League of Legends players who reported lower levels of well-being and self-esteem compared to players of other games. Future research should delve deeper into the motivations behind players' engagement with different game types and investigate the broader mental health implications of competitive gaming environments.

St openVol. 6
University of Split (HR)
Openalex Percentile: Top 59%
Impact of Technology on Adolescents
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