Predicción del comportamiento tóxico en el esport League of Legends a partir de la personalidad oscu-ra, los motivos para jugar y el tilt (Prediction of toxic behavior in League of Legends esports based on dark personality, motives for playing, and tilt)

Autores/as

  • Pablo Christian González Caino Universidad Argentina de la Empresa (UADE) https://orcid.org/0000-0003-2387-5777
  • Miguel Angel Eirin Universidad Argentina de la Empresa (UADE)
  • Santiago Resett Universidad Austral

DOI:

https://doi.org/10.47197/retos.v58.106602

Palabras clave:

comportamiento tóxico, motivos, videojuego, personalidad oscura, Tilt

Resumen

Los videojuegos tuvieron un desarrollo notable en la última década, entre los más populares se encuentra el League of Legends. Este estudio tuvo como objetivo determinar si el comportamiento tóxico (victimización y perpetración) y el Tilt variaban según el nivel de honor de los participantes y predecir el comportamiento Tóxico (victimización y perpetración) en el videojuego League of Legends a partir de la personalidad oscura, los motivos para jugar y el Tilt. Para este fin, se constituyó una muestra intencional de 255 jugadores amateurs argentinos de League of Legends (81% masculino) con una media de edad de 23 años (DE = 3.55). Los resultados arrojaron que para el Tilt, se encontraron niveles más elevados en su dimensión conductual para el grupo con honor más bajo, mientras que ser víctima de comportamiento tóxico se hallaron niveles más altos en el grupo con mayor honor. En el caso de la predicción para el comportamiento tóxico, se detectó que para la perpetración se predecía un 30% de la varianza a partir de la competición como motivo para jugar y el tilt emocional, para la victimización se predecía un 24% con la psicopatía como predictor negativo, el motivo de jugar competición y las tres dimensiones de tilt.

Palabras clave: comportamiento tóxico; motivos; videojuegos; personalidad oscura; Tilt.

Abstract.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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Publicado

2024-09-01

Cómo citar

González Caino, P. C., Eirin, M. A. ., & Resett, S. (2024). Predicción del comportamiento tóxico en el esport League of Legends a partir de la personalidad oscu-ra, los motivos para jugar y el tilt (Prediction of toxic behavior in League of Legends esports based on dark personality, motives for playing, and tilt). Retos, 58, 811–816. https://doi.org/10.47197/retos.v58.106602

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Sección

Artículos de carácter científico: trabajos de investigaciones básicas y/o aplicadas