These games are played by a selection of winners of fierce tournaments. With the recent developments in the e-sports industry, competitive online games, such as League of Legends (LoL), Overwatch, and Valorant, have won the favor of the public. The practical implications of these study results were discussed. Notably, gaming time negatively influenced cheating. Self-esteem decreased the degree of cheating but did not affect competitive motivation. Aggression increased cheating behavior and had a significant relationship with competitive motivation. The results showed that gamers with a high degree of competitive motivation are more inclined to cheat in the game. From survey data of 329 LoL gamers in South Korea, a structural equation model was analyzed. Focused on three psychological factors (i.e., competitive motivation, self-esteem, and aggression), which has been reported to be primarily related to cheating in sports, this paper presents a study that empirically examined the associations between the factors and cheating in competitive online game environments. However, there has little research on this issue in studies on competitive online games. With the recent flourishing of competitive tournament games online, such as League of Legends (LoL) and Overwatch, cheating has emerged as a serious problem since it not only promotes the de-socialization of gamers but also adversely affects game brands. Department of Digital Culture and Contents, Konkuk University, Seoul, South KoreaĬheating, the act of winning in a competition based on unfair advantages over one’s opponents, often occurs in online games (e.g., illegal money exchange, account hacking, and exploiting a bug).Sung Je Lee Eui Jun Jeong * Dae Young Lee Gyoung Mo Kim
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