2011
DOI: 10.1016/j.chb.2011.04.001
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The role of trait emotional intelligence in gamers’ preferences for play and frequency of gaming

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Cited by 33 publications
(26 citation statements)
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References 23 publications
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“…The following hypotheses were partially confirmed: h 1 (importance of the game with eccentricity, attention seeking, distrust, isolation and criticism avoidance), h 2 (longer playing time with intellectual level), h 6 (live RPG with eccentricity and grandiosity), and h 8 (frequency of meetings with people to play with emotional awareness, joy, less distortion, and lower isolation). When analyzing the correlations, we found associations between the mentioned psychological characteristics and the preference for specific games, such as already observed in previous studies (Anderson et al, 2010;Chory & Goodboy, 2011;Engelhardt et al, 2011;Feng et al, 2007;Hasan et al, 2013;Herodotou et al, 2011;Peever et al, 2012;Suziedelyte, 2015). Thus, as predicted in the hypotheses, to assign more importance to the act of playing, we found an association between eccentric behaviors higher frequency, mistrust regarding others' intentions, and avoidance of criticism.…”
Section: Discussionsupporting
confidence: 63%
See 1 more Smart Citation
“…The following hypotheses were partially confirmed: h 1 (importance of the game with eccentricity, attention seeking, distrust, isolation and criticism avoidance), h 2 (longer playing time with intellectual level), h 6 (live RPG with eccentricity and grandiosity), and h 8 (frequency of meetings with people to play with emotional awareness, joy, less distortion, and lower isolation). When analyzing the correlations, we found associations between the mentioned psychological characteristics and the preference for specific games, such as already observed in previous studies (Anderson et al, 2010;Chory & Goodboy, 2011;Engelhardt et al, 2011;Feng et al, 2007;Hasan et al, 2013;Herodotou et al, 2011;Peever et al, 2012;Suziedelyte, 2015). Thus, as predicted in the hypotheses, to assign more importance to the act of playing, we found an association between eccentric behaviors higher frequency, mistrust regarding others' intentions, and avoidance of criticism.…”
Section: Discussionsupporting
confidence: 63%
“…The research conducted by Herodotou, Kambouri, and Winters (2011) investigated characteristics of emotional intelligence according to trait theory, that is, more associated with personality and evaluated by self-report tests. The participants were young people who played multiplayer online video games.…”
Section: Introductionmentioning
confidence: 99%
“…This echoes with research showing problematic gamers finding it easier to meet people online and having fewer friends in real life than in games (Porter et al, 2010). Inadequate self-regulation (Seay & Kraut, 2007), low self-esteem (Ko, Yen, Chen, Chen, & Yen, 2005;Lemmens et al, 2011), low emotional intelligence (Herodotou, Kambouri, & Winters, 2011), above average state and trait anxiety (Mehroof & Griffiths, 2010), increased feeling of loneliness (Lemmens et al, 2011;Seay & Kraut, 2007), narcissistic personality (Kim et al, 2008), and aggression (Kim et al, 2008;Mehroof & Griffiths, 2010) have also been found to be correlated with problematic online gaming. Additional studies report that problematic online gamers have lower life satisfaction (Ko et al, 2005;Wang, Chen, Lin, & Wang, 2008) and decreased psychosocial well-being compared to other gamers ( Lemmens et al, 2011).…”
Section: Personality Aspectsmentioning
confidence: 75%
“…The choice of gameplay tends to be directly related to the psychological profile of the gamer. Gamers make choices that accord with their emotion-related personality characteristics; for instance, more socially oriented individuals tend to choose highly social forms of gameplay and vice versa (Herodotou, Kambouri, & Winters, 2011).…”
Section: Dimensions Of Personalisation In Tel 173mentioning
confidence: 99%