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Martončik, Marcel
Computers in human behavior, 07/2015, Letnik: 48Journal Article
•Clan leaders significantly differed in life goal power from not members of any clan.•e-Sports players differed from casual players in life goals affiliation and diversion.•e-Sports – a means of satisfying the need to belong through (teams, LAN parties).•e-Sports – a means of satisfying the need for power(position of a game team leader). e-Sports is an area of the game scene, in which computer game players specialize in a specific game, form game teams (clans), compete together in tournaments and meet at so-called LAN (Local Area Network) parties. The objective of this study was to compare the different types of e-Sports players from the perspective of their personality traits and explicit motives and to compare e-Sports players with casual players in selected life goals. A questionnaire assessing life goals (Pöhlmann & Brunstein, 1997) and basic personality traits (Personality inventory KUD, 1986) were administered to 108 e-Sports players and 54 casual computer game players. In the group of e-Sports players, only clan leaders significantly differed in life goal power from those who were not members of any clan. Significant differences were also found between e-Sports players and casual players in terms of life goals affiliation and diversion. e-Sports seem not only to be about playing computer games, but can also serve as a means of satisfying the need to belong. They do this by creating friendly relationships through membership in game teams and participation in LAN parties, or satisfying the need for power by upholding a position of a game team leader and determining its course of action.
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