Personal competitiveness of cyber gamers in the context of their gaming and psychological characteristics
Psychology
DOI:
https://doi.org/10.17072/2078-7898/2025-3-446-458Keywords:
esports, esports titles, cybergaming activities, personal competitiveness, gaming activity specificsAbstract
The study aims to determine the dependence of cyber gamers’ competitiveness on their psychological characteristics as well as to establish the relationship between competitiveness and the type of gaming activity. A comprehensive diagnostic toolkit was applied to a sample of 75 professional esports athletes systematically training and playing for the Donstu Esports center, who were stratified by in-game rating (MMR), gaming experience, and preferred roles. The toolkit included: the Express Diagnostics of Personal Competitiveness (A.G. Gavrilova), the Fundamental Interpersonal Relations Orientation-Behavior (FIRO-B) questionnaire (W. Schutz), the Coping Inventory for Stressful Situations scale (S. Norman et al., as adapted by T.L. Kryukova), the Differential Test of Reflection (D.A. Leontiev et al.), the Emotional Orientation of Personality questionnaire (B.I. Dodonov), and a questionnaire developed by the authors that covers the specifics of gaming activity. Data were collected remotely via Google Forms. Statistical processing with the use of a stepwise multiple regression analysis, Pearson correlation analysis, and the Kruskal-Wallis test has revealed that a high level of competitiveness is associated with introspection, an acquisitive orientation, and low emotional involvement in stressful situations among cyber gamers. Conversely, low competitiveness correlates with altruism, aesthetic preferences, and a tendency to externalize responsibility. The empirical study has identified differences in the contribution of factors influencing personal competitiveness. Primary emphasis is placed on self-reflection capability and obstacles such as altruism. Players with high competitiveness often demonstrate a lack of self-criticism and prefer solo play, which conflicts with their leadership aspirations. One of the most significant results is the established tendency among high-ranking players toward solo play, even when they aspire to leadership positions. The findings can be used to develop training and psycho-correctional programs aimed at enhancing the effectiveness and adaptability of esports athletes, as well as in the practical work of esports psychologists. The research highlights the potential of cybergaming activity for studying psychological phenomena in youth.References
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