Screen Time on Multiplayer Online Battle Arena (MOBA) as Mediator Between Trash-Talking and Aggressive Behavior of Esports Players

Authors

DOI:

https://doi.org/10.12928/jehcp.v13i4.28896

Abstract

While extensive research has examined the relationship between gaming and aggression, few studies have focused on the factors that mediate the connection between trash-talking behavior and aggressive outcomes in multiplayer online battle arena (MOBA) games. This study addresses this gap by investigating the role of screen time as a mediator between trash-talking and aggressive behaviors in young players of Mobile Legends: Bang Bang (MLBB). Unlike previous research that primarily explored direct links between gaming and aggression, this study introduces screen time as a novel variable that influences this relationship. The study sampled 390 gamers aged 10 to 24 years, all enrolled at Southern Luzon State University in Lucban, Quezon, Philippines. Key variables, including verbal aggression, hostility, and anger, were assessed using standardized questionnaires, along with measures of trash-talking attitudes and screen time. Using mediation analysis, the study identified screen time as a key factor that explains the relationship between trash-talking and aggression. The findings revealed that trash-talking indirectly contributes to aggressive behavior through prolonged gaming exposure. In other words, the negative effects of trash-talking on aggression are amplified by increased screen time. This discovery offers a fresh perspective by highlighting screen time as a critical channel through which trash-talking influences aggression. The results underscore the importance of addressing both toxic communication and excessive screen time to foster a healthier and more sustainable gaming environment. As mobile gaming continues to dominate youth leisure activities, these findings provide actionable insights for developing interventions that reduce aggression and encourage positive competition in esports

References

Adachi, P. J. C., & Willoughby, T. (2011). 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

Anderson, C. A., Bushman, B. J., Bartholow, B. D., Cantor, J., Christakis, D. A., Coyne, S. M., Donnerstein, E., Brockmyer, J. F., Gentile, D. A., Green, C. S., Huesmann, R., Hummer, T. A., Krahé, B., Strasburger, V. C., Warburton, W., Wilson, B. J., & Ybarra, M. L. (2017). Screen violence and youth behavior. Pediatrics, 140(Supplement_2), S142–S147. https://doi.org/10.1542/peds.2016-1758t

Assistant Secretary for Public Affairs (ASPA). (2021). Cyberbullying and online gaming. StopBullying.gov. https://www.stopbullying.gov/cyberbullying/cyberbullying-online-gaming

Babbie, E. R. (2016). The practice of social research. Cengage Learning.

BBC Three. (2016, February 17). The dark side of gaming - The females fighting back | exclusive [Video]. YouTube. https://www.youtube.com/watch?v=tZMjGwjCAuQ

Bilic, V. (2013). Violence among peers in the real and virtual world. Pedijatrija Danas, 9(1), 78–90. https://doi.org/10.5457/p2005-114.65

Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2021). The effects of online toxicity in gaming: The mediating role of moral disengagement and the moderating role of gaming frequency. The International Journal of Health Promotion and Education, 59(2), 78-90.

Bunaqan, J. J. B. (2002). Association of exposure to video games and aggression among children ages 10 to 12 years old in an urban private school: A cross-sectional study. Philippine Journal of Pediatrics, 51(3), 107–111.

Conmy, B., Tenenbaum, G., Eklund, R. C., Roehrig, A. D., & Filho, E. (2013). Trash talk in a competitive setting: Impact on self-efficacy and affect. Journal of Applied Social Psychology, 43(5), 1002–1014. https://doi.org/10.1111/jasp.12064

Cote, A. C. (2016). “I Can Defend Myself”: Women’s Strategies for Coping With Harassment While Gaming Online. Games and Culture, 12(2), 136–155. https://doi.org/10.1177/1555412015587603

Dahlberg, L. L., Toal, S. B., Swahn, M. H., & Behrens, C. B. (2005). Measuring violence-related attitudes, behaviors, and influences among youths: A compendium of assessment tools: Second edition [Dataset]. In PsycEXTRA Dataset. https://doi.org/10.1037/e554402012-001

Deloy, E. D. A. (2022). The culture of trash talks among DOTA players: An ethnography. International Journal of Research Publications, 109(1). https://doi.org/10.47119/ijrp1001091920223906

Dill, K. E., Gentile, D. A., Richter, W. A., & Dill, J. C. (2005). Violence, sex, race, and age in popular video games: A content analysis. In American Psychological Association eBooks (pp. 115–130). https://doi.org/10.1037/11213-008

Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2015). How to design and evaluate research in education. McGraw-Hill Education.

Gravetter, F. J., & Forzano, L. B. (2018). Research methods for the behavioral sciences. Cengage Learning.

Hamari, J., & Sjoblom, M. (2017). What is esports and why do people watch it? Internet Research, 27(2), 211–232. https://doi.org/10.1108/intr-04-2016-0085

Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910–931. https://doi.org/10.1111/j.1083-6101.2006.00301.x

Hayes, A. F. (2017). Introduction to mediation, moderation, and conditional process analysis: A regression-based approach. Guilford Press.

Hoffman, J. L., Pauketat, R., & Varzeas, K. A. (2022). Understanding collegiate esports: A practitioner’s guide to developing community and competition. Routledge.

Hollingdale, J., & Greitemeyer, T. (2014). The effect of online violent video games on levels of aggression. PLOS ONE, 9(11), e111790. https://doi.org/10.1371/journal.pone.011179

Irwin, S. V., Naweed, A., & Lastella, M. (2021). The mind games have already started: An in-depth examination of trash talking in Counter-Strike: Global offensive esports using practice theory. Journal of Gaming & Virtual Worlds, 13(2), 173–194. https://doi.org/10.1386/jgvw_00035_1

Jaslow, R. (2011, June 1). Violent video games make kids aggressive, study suggests. CBS News. https://www.cbsnews.com/news/violent-video-games-make-kids-aggressive-study-suggests/

Kaye, L., & Pennington, C. R. (2016). “Girls can’t play”: The effects of stereotype threat on females’ gaming performance. Computers in Human Behavior, 59, 202–209. https://doi.org/10.1016/j.chb.2016.02.020

Kneer, J., & Rieger, D. (2015). Problematic gameplay: The diagnostic value of playing motives, passion, and playing time in men. Behavioral Sciences, 5(2), 203–213. https://doi.org/10.3390/bs5020203

Kordyaka, B., Jahn, K., & Niehaves, B. (2020). Towards a unified theory of toxic behavior in video games. Internet Research, 30(4), 1081–1102. https://doi.org/10.1108/intr-08-2019-0343

Li, D., Zhou, Y., Li, X., & Rao, L. (2019). Understanding the relationship between cyberbullying victimization and cyberbullying perpetration: The mediating role of anger rumination and moderating role of social support. Computers in Human Behavior, 100, 148-156.

McDermott, K. C. P., & Lachlan, K. A. (2021). Emotional manipulation and task distraction as strategy: The effects of insulting trash talk on motivation and performance in a competitive setting. Communication Studies, 72(5), 915–936. https://doi.org/10.1080/10510974.2021.1975139

Miller-Johnson, S., Sullivan, T. N., Simon, T. R., & Project, M. V. P. (2004). Evaluating the impact of interventions in the multisite violence prevention study: Samples, procedures, and measures. American Journal of Preventive Medicine, 26(1), 48-61.

Mistry, J.M., & Shetty, V. (2020). Relationship between playing violent video games and aggression. International Journal of Creative Research Thoughts (IJCRT), 8(4), 4007-4010.

Nakamura, L. (2012). “It’s a nigger in here! kill the nigger!” The International Encyclopedia of Media Studies. https://doi.org/10.1002/9781444361506.wbiems159

Pulos, A., & Lee, S. A. (2017). Transnational contexts of culture, gender, class, and colonialism in play: Video games in East Asia. Palgrave Macmillan.

Raymer Jr., D. (2021, October 5). Internet gaming disorder: A real mental health issue on the rise in adolescents and young adults. Counseling Today. https://www.counseling.org/publications/counseling-today-magazine/article-archive/article/legacy/internet-gaming-disorder--a-real-mental-health-issue-on-the-rise-in-adolescents-and-young-adults

Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s Experiences in eSports: Gendered differences in peer and spectator feedback during competitive video game play. Journal of Sport & Social Issues, 42(4), 295–311. https://doi.org/10.1177/0193723518773287

Sawyer, S. M., Azzopardi, P., Wickremarathne, D., & Patton, G. C. (2018). The age of adolescence. The Lancet Child & Adolescent Health, 2(3), 223–228. https://doi.org/10.1016/s2352-4642(18)30022-1

Tan, W., & Chen, L. (2022). That’s not my fault: Excuses given by players exhibiting in-game intra-team aggressive behavior in online games. Computers in Human Behavior, 127, 107045. https://doi.org/10.1016/j.chb.2021.107045

Trochim, W. M., & Donnelly, J. P. (2008). The research methods knowledge base. Atomic Dog Publishing.

Downloads

Published

2024-12-06

How to Cite

Baudin, J. S. P. (2024). Screen Time on Multiplayer Online Battle Arena (MOBA) as Mediator Between Trash-Talking and Aggressive Behavior of Esports Players. Journal of Educational, Health and Community Psychology, 13(4), 1606–1634. https://doi.org/10.12928/jehcp.v13i4.28896

Issue

Section

Articles