Competitive game motivation and trait aggression among Chinese adolescent players of Glory of the King: The mediating role of avatar identification and game aggression
Shuai Chen
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
Search for more papers by this authorZhenshuo Yi
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
Search for more papers by this authorXu Wang
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
Search for more papers by this authorCorresponding Author
Yali Luo
Center of Mental Health Education, Southwest University of Political Science and Law, Chongqing, China
Correspondence Yali Luo, Center of Mental Health Education, Southwest University of Political Science and Law, Baosheng Ave No. 301, Chongqing 401120, China.
Email: [email protected]
Yanling Liu, Research Center of Mental Health Education, Faculty of Psychology, Southwest University, 400715, Chongqing, China.
Email: [email protected]
Search for more papers by this authorCorresponding Author
Yanling Liu
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
Correspondence Yali Luo, Center of Mental Health Education, Southwest University of Political Science and Law, Baosheng Ave No. 301, Chongqing 401120, China.
Email: [email protected]
Yanling Liu, Research Center of Mental Health Education, Faculty of Psychology, Southwest University, 400715, Chongqing, China.
Email: [email protected]
Search for more papers by this authorShuai Chen
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
Search for more papers by this authorZhenshuo Yi
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
Search for more papers by this authorXu Wang
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
Search for more papers by this authorCorresponding Author
Yali Luo
Center of Mental Health Education, Southwest University of Political Science and Law, Chongqing, China
Correspondence Yali Luo, Center of Mental Health Education, Southwest University of Political Science and Law, Baosheng Ave No. 301, Chongqing 401120, China.
Email: [email protected]
Yanling Liu, Research Center of Mental Health Education, Faculty of Psychology, Southwest University, 400715, Chongqing, China.
Email: [email protected]
Search for more papers by this authorCorresponding Author
Yanling Liu
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
Correspondence Yali Luo, Center of Mental Health Education, Southwest University of Political Science and Law, Baosheng Ave No. 301, Chongqing 401120, China.
Email: [email protected]
Yanling Liu, Research Center of Mental Health Education, Faculty of Psychology, Southwest University, 400715, Chongqing, China.
Email: [email protected]
Search for more papers by this authorAbstract
Previous studies have shown that competitive video gaming is associated with aggression; however, little is known about the relationship between personal competitive factors and aggression. Thus, we used structural equation modeling to examine the association between competitive game motivation and trait aggression, as well as the potential mediating roles of avatar identification and game aggression, among 1584 (59.66% male; Mage = 14.58 years, SD = 1.49, range = 12–19) Chinese adolescent players of Glory of the King. The results showed that the direct effect of competitive game motivation on trait aggression was statistically significant, as were the indirect effects of competitive motivation—via both avatar identification and game aggression—on the three indicators of aggressive behavioral tendencies in everyday life. These results support the General Aggression Model, suggesting that competitive motivation is a personal factor predicting trait aggression. It contributes to our understanding of the roles of competition in video gamers' real-life aggressive behavior from an individual perspective.
CONFLICT OF INTEREST
The authors declare no conflict of interest.
Open Research
DATA AVAILABILITY STATEMENT
Data are available from the corresponding author upon reasonable request.
REFERENCES
- Adachi, P. J. C., & Willoughby, T. (2011a). The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence. Psychology of Violence, 1(4), 259–274. https://doi.org/10.1037/a0024908
- Adachi, P. J. C., & Willoughby, T. (2011b). The effect of violent video games on aggression: Is it more than just the violence. Aggression and Violent Behavior, 16(1), 55–62. https://doi.org/10.1016/j.avb.2010.12.002
- Adachi, P. J. C., & Willoughby, T. (2013). Demolishing the competition: The longitudinal link between competitive video games, competitive gambling, and aggression. Journal of Youth and Adolescence, 42(7), 1090–1104. https://doi.org/10.1007/s10964-013-9952-2
- Adachi, P. J. C., & Willoughby, T. (2016). The longitudinal association between competitive video game play and aggression among adolescents and young adults. Child Development, 87(6), 1877–1892. https://doi.org/10.1111/cdev.12556
- Allen, J. J., Anderson, C. A., & Bushman, B. J. (2018). The General Aggression Model. Current Opinion in Psychology, 19, 75–80. https://doi.org/10.1016/j.copsyc.2017.03.034
- American Psychological Association (APA). (2015). APA Task Force on Violent Media: Technical report on the review of the violent video game literature. https://www.apa.org/pi/families/review-video-games.pdf
- Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51. https://doi.org/10.1146/annurev.psych.53.100901.135231
- Anderson, C. A., & Bushman, B. J. (2018). Media violence and the General Aggression Model. Journal of Social Issues, 74(2), 386–413. https://doi.org/10.1111/josi.12275
- Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45(4), 731–739. https://doi.org/10.1016/j.jesp.2009.04.019
- Anderson, C. A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Eubanks, J., & Valentine, J. C. (2004). Violent video games: Specific effects of violent content on aggressive thoughts and behavior. In M. P. Zanna (Ed.), Advances in experimental social psychology (Vol. 36, pp. 199–249). Elsevier Academic Press Inc. https://doi.org/10.1016/s0065-2601(04)36004-1
- Anderson, C. A., & Morrow, M. (1995). Competitive aggression without interaction: Effects of competitive versus cooperative instructions on aggressive behavior in video games. Personality and Social Psychology Bulletin, 21(10), 1020–1030. https://doi.org/10.1177/01461672952110003
- Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western Countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251
- Aurora. (2020). 2020eQ. 1 Mobile Internet Industry Data Research Report. https://www.jiguang.cn/reports/483
- Bandura, A. (2001). Social cognitive theory of mass communication. Media Psychology, 3(3), 265–299. https://doi.org/10.1207/s1532785xmep0303_03
- Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play world of warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103–109. https://doi.org/10.1016/j.chb.2012.07.021
- Breuer, J., Scharkow, M., & Quandt, T. (2015). Sore losers? A reexamination of the Frustration-Aggression Hypothesis for colocated video game play. Psychology of Popular Media Culture, 4(2), 126–137. https://doi.org/10.1037/ppm0000020
- Bushman, B. J. (1995). Moderating role of trait aggressiveness in the effects of violent media on aggression. Journal of Personality and Social Psychology, 69(5), 950–960. https://doi.org/10.1037/0022-3514.69.5.950
- Bushman, B. J., & Anderson, C. A. (2021). Solving the puzzle of null violent media effects. Psychology of Popular Media. Advance online publication. https://doi.org/10.1037/ppm0000361
10.1037/ppm0000361 Google Scholar
- Buss, A. H., & Perry, M. (1992). The aggression questionnaire. J Pers Soc Psychol, 63(3), 452–459.
- Carnagey, N. L., & Anderson, C. A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychological Science, 16(11), 882–889. https://doi.org/10.1111/j.1467-9280.2005.01632.x
- CNNIC. (2021a). The 47rd China Statistical Report on Internet Development. http://www.cnnic.net.cn/hlwfzyj/hlwxzbg/hlwtjbg/202102/P020210203334633480104.pdf
- CNNIC. (2021b). Research report on the Internet use of minors in 2020. http://www.cnnic.net.cn/hlwfzyj/hlwxzbg/qsnbg/202107/P020210720571098696248.pdf
- Delhove, M., & Greitemeyer, T. (2020). The relationship between video game character preferences and aggressive and prosocial personality traits. Psychology of Popular Media, 9(1), 96–104. https://doi.org/10.1037/ppm0000211
- Dickmeis, A., & Roe, K. (2019). Genres matter: Video games as predictors o physical aggression among adolescents. Communications-European Journal of Communication Research, 44(1), 105–129. https://doi.org/10.1515/commun-2018-2011
- Dowsett, A., & Jackson, M. (2019). The effect of violence and competition within video games on aggression. Computers in Human Behavior, 99, 22–27. https://doi.org/10.1016/j.chb.2019.05.002
- Drummond, A., Sauer, J. D., & Ferguson, C. J. (2020). Do longitudinal studies support long-term relationships between aggressive game play and youth aggressive behaviour? A meta-analytic examination. Royal Society Open Science, 7(7), 200373. https://doi.org/10.1098/rsos.200373
- Ferguson, C. J. (2007). Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression and Violent Behavior, 12(4), 470–482. https://doi.org/10.1016/j.avb.2007.01.001
- Ferguson, C. J., Rueda, S. M., Cruz, A. M., Ferguson, D. E., Fritz, S., & Smith, S. M. (2008). Violent video games and aggression—Causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35(3), 311–332. https://doi.org/10.1177/0093854807311719
- Fischer, P., Kastenmüller, A., & Greitemeyer, T. (2010). Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior. Journal of Experimental Social Psychology, 46(1), 192–195. https://doi.org/10.1016/j.jesp.2009.06.010
- Gentile, D. A. (2011). The multiple dimensions of video game effects. Child Development Perspectives, 5(2), 75–81. https://doi.org/10.1111/j.1750-8606.2011.00159.x
- Gotz, F. M., Gosling, S. D., & Rentfrow, P. J. (2021). Small effects: The indispensable foundation for a cumulative psychological science. Perspectives on Psychological Science, 17, 1745691620984483. https://doi.org/10.1177/1745691620984483
- Greitemeyer, T., & Mugge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578–589. https://doi.org/10.1177/0146167213520459
- Heng, S., Zhou, Z., & Sun, L. (2017). The avatar identification in video games. Advances in Psychological Science, 25(9), 1565–1578. https://doi.org/10.3724/sp.J.1042.2017.01565
10.3724/sp.J.1042.2017.01565 Google Scholar
- Heng, S., Zhou, Z., Niu, G., & Liu, Q. (2017). Priming effects of virtual avatars on aggression: Influence of violence and player gender. Acta Psychologica Sinica, 49(11), 1460–1472. https://doi.org/10.3724/sp.J.1041.2017.01460
10.3724/sp.J.1041.2017.01460 Google Scholar
- Hollingdale, J., & Greitemeyer, T. (2013). The changing face of aggression: The effect of personalized avatars in a violent video game on levels of aggressive behavior. Journal of Applied Social Psychology, 43(9), 1862–1868. https://doi.org/10.1111/jasp.12148
- Hu, H., Zhang, G., Yang, X., Zhang, H., Lei, L., & Wang, P. (2021). Online gaming addiction and depressive symptoms among game players of the Glory of the King in China: The mediating role of affect balance and the moderating role of flow experience. International Journal of Mental Health and Addiction. Advance online publication. https://doi.org/10.1007/s11469-021-00573-4
10.1007/s11469-021-00573-4 Google Scholar
- Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., Hou, J., Meng, J., Osborn, J., & Williams, D. (2015). The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354–361. https://doi.org/10.1016/j.chb.2015.03.018
- Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as “true” identification: A theory of enjoyable alterations of players' self-perception. Communication Theory, 19(4), 351. https://doi.org/10.1111/j.1468-2885.2009.01347.x
- Kneer, J., Elson, M., & Knapp, F. (2016). Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal. Computers in Human Behavior, 54, 142–148. https://doi.org/10.1016/j.chb.2015.07.034
- Konijn, E. A., Bijvank, M. N., & Bushman, B. J. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology, 43(4), 1038–1044. https://doi.org/10.1037/0012-1649.43.4.1038
- Kuhn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2019). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry, 24(8), 1220–1234. https://doi.org/10.1038/s41380-018-0031-7
- Lee, S. J., Jeong, E. J., & Jeon, J. H. (2019). Disruptive behaviors in online games: Effects of moral positioning, competitive motivation, and aggression in “league of legends”. Social Behavior and Personality, 47(2), 9. https://doi.org/10.2224/sbp.7570
- Lee, S. J., Jeong, E. J., Lee, D. Y., & Kim, G. M. (2021). Why do some users become enticed to cheating in competitive online games? An empirical study of cheating focused on competitive motivation, self-esteem, and aggression. Frontiers in Psychology, 12, 11. https://doi.org/10.3389/fpsyg.2021.768825
- Lemercier-Dugarin, M., Romo, L., Tijus, C., & Zerhouni, O. (2021). “Who are the Cyka Blyat?” How empathy, impulsivity, and motivations to play predict aggressive behaviors in multiplayer online games. Cyberpsychology Behavior and Social Networking, 24(1), 63–69. https://doi.org/10.1089/cyber.2020.0041
- Li, D. D., Liau, A. K., & Khoo, A. (2013). Player–Avatar identification in video gaming: Concept and measurement. Computers in Human Behavior, 29(1), 257–263. https://doi.org/10.1016/j.chb.2012.09.002
- Lin, J.-H. (2013a). Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes. Computers in Human Behavior, 29(3), 535–543. https://doi.org/10.1016/j.chb.2012.11.001
- Lin, J.-H. (2013b). Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression. Journal of Communication, 63(4), 682–702. https://doi.org/10.1111/jcom.12044
- Lobel, A., Engels, R. C., Stone, L. L., Burk, W. J., & Granic, I. (2017). Video gaming and children's psychosocial wellbeing: A longitudinal study. Journal of Youth and Adolescence, 46(4), 884–897. https://doi.org/10.1007/s10964-017-0646-z
- Lobel, A., Granic, I., Stone, L. L., & Engels, R. C. (2014). Associations between children's video game playing and psychosocial health: Information from both parent and child reports. Cyberpsychology, Behavior and Social Networking, 17(10), 639–643. https://doi.org/10.1089/cyber.2014.0128
- Mora-Cantallops, M., & Sicilia, M.-Á. (2018). MOBA games: A literature review. Entertainment Computing, 26, 128–138. https://doi.org/10.1016/j.entcom.2018.02.005
- Peng, W., Liu, M., & Mou, Y. (2008). Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience. Cyberpsychol Behavior, 11(2), 157–161. https://doi.org/10.1089/cpb.2007.0026
- Przybylski, A. K., & Mishkin, A. F. (2016). How the quantity and quality of electronic gaming relates to adolescents' academic engagement and psychosocial adjustment. Psychology of Popular Media Culture, 5(2), 145–156. https://doi.org/10.1037/ppm0000070
10.1037/ppm0000070 Google Scholar
- Shafer, D. M. (2012). Causes of state hostility and enjoyment in player versus player and player versus environment video games. Journal of Communication, 62(4), 719. https://doi.org/10.1111/j.1460-2466.2012.01654.x
- Sun, J., & Liu, Y. (2019). The effect of competitive context on player's cooperative tendency and aggressive tendency in the non-violent video game. Psychological Development and Education, 35(01), 32–39.
- Swing, E. L., & Anderson, C. A. (2014). The role of attention problems and impulsiveness in media violence effects on aggression. Aggressive Behavior, 40(3), 197–203. https://doi.org/10.1002/ab.21519
- Teng, Z., Nie, Q., Zhu, Z., & Guo, C. (2020). Violent video game exposure and (cyber)bullying perpetration among Chinese youth: The moderating role of trait aggression and moral identity. Computers in Human Behavior, 104. https://doi.org/10.1016/j.chb.2019.106193
10.1016/j.chb.2019.106193 Google Scholar
- Teng, Z. J., Nie, Q., Guo, C., Zhang, Q., Liu, Y. L., & Bushman, B. J. (2019). A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement. Developmental Psychology, 55(1), 184–195. https://doi.org/10.1037/dev0000624
- T'ng, S. T., & Pau, K. (2020). Identification of Avatar mediates the associations between motivations of gaming and Internet gaming disorder among the Malaysian youth. International Journal of Mental Health and Addiction, 19(4), 1346–1361. https://doi.org/10.1007/s11469-020-00229-9
- Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player identification in online games: Validation of a scale for measuring identification in MMOGs. Media Psychology, 15(2), 197–221. https://doi.org/10.1080/15213269.2012.674917
- vanReijmersdal, E. A., Jansz, J., Peters, O., & vanNoort, G. (2013). Why girls go pink: Game character identification and game-players' motivations. Computers in Human Behavior, 29(6), 2640–2649. https://doi.org/10.1016/j.chb.2013.06.046
- Verheijen, G. P., Burk, W. J., Stoltz, S., van den Berg, Y. H. M., & Cillessen, A. H. N. (2020). Associations between different aspects of video game play behavior and adolescent adjustment. Journal of Media Psychology-Theories Methods and Applications, 32(1), 27–39. https://doi.org/10.1027/1864-1105/a000253
- Worth, N. C., & Book, A. S. (2015). Dimensions of video game behavior and their relationships with personality. Computers in Human Behavior, 50, 132–140. https://doi.org/10.1016/j.chb.2015.03.056
- Yee, N. (2006). Motivations for play in online games. Cyberpsychology & Behavior, 9(6), 772–775. https://doi.org/10.1089/cpb.2006.9.772
- Yee, N., & Bailenson, J. (2007). The proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x
- Yee, N., Bailenson, J. N., & Ducheneaut, N. (2009). The proteus effect. Communication Research, 36(2), 285–312. https://doi.org/10.1177/0093650208330254
- Zhong, Z.-J., & Yao, M. Z. (2012). Gaming motivations, Avatar-self identification and symptoms of online game addiction. Asian Journal of Communication, 23(5), 555–573. https://doi.org/10.1080/01292986.2012.748814