Psychological traits of League of Legends players who prefer different positions and roles in the game

Authors

DOI:

https://doi.org/10.19090/pp.v17i4.2535

Keywords:

League of Legends, HEXACO, empathy, social rank styles

Abstract

Understanding the psychological characteristics of video game players provides game designers with greater opportunities to develop personalized gaming experiences. In this light, this study examined the relationships between preferred roles and positions in the video game League of Legends (LoL) and players’ indicated basic personality traits, empathy, and social rank styles. The study involved 3220 LoL players from around the world. Canonical covariance analysis was applied, with the left set of variables comprising preferences for positions and roles in LoL (Top, Mid, Jungle, Bot, Support positions; Tank, Fighter, Assassin, Mage, Marksman, and Support roles), and the right set representing personality traits from the HEXACO model, dimensions of empathy, and social rank styles. Three pairs of significant quasi-canonical functions were extracted. The structure of the first pair of quasi-canonical functions suggests that preferences for the Fighter and Assassin roles and, to a lesser extent, the Jungle position, as well as for avoidance of the Support role, are associated with a lack of affective resonance and honesty/humility and high affective dissonance, emotional stability, ruthless self-promotion, coalition avoidance, and uncooperativeness. The second pair of quasi-canonical functions indicates that preferences for the Jungle and Support positions and the Support role, as well as for avoidance of the Top position, are linked to dominant leadership, coalition building, extraversion, cognitive empathy, and openness to experience. The third pair of quasi-canonical functions implies that preferences for the Mid position and the Mage and Marksman roles are associated with ruthless self-promotion, emotional instability, a lack of honesty/humility, and affective dissonance. The results of this study suggest that personality characteristics are grouped differently in the latent space depending on which style of play individuals prefer, indicating that there are gaming patterns associated with specific psychological personality profiles.

 

Metrics

Metrics Loading ...

References

Abbasi, A. Z., Ting, D. H., Hlavacs, H., Wilson, B., Rehman, U., & Arsalan, A. (2022). Personality differences between videogame vs. non-videogame consumers using the HEXACO model. Current Psychology: A Journal for Diverse Perspectives on Diverse Psychological Issues, 41(5), 2733–2746. https://doi.org/10.1007/s12144-020-00793-2 DOI: https://doi.org/10.1007/s12144-020-00793-2

Ashton, M. C., & Lee, K. (2007). Empirical, theoretical, and practical advantages of the HEXACO model of personality structure. Personality and Social Psychology Review, 11(2), 150-166. https://doi.org/10.1177/1088868306294907 DOI: https://doi.org/10.1177/1088868306294907

Ashton, M. C., & Lee, K. (2008). The HEXACO model of personality structure and the importance of the H factor. Social and Personality Psychology Compass, 2(5), 1952-1962. https://doi.org/10.1111/j.1751-9004.2008.00134.x DOI: https://doi.org/10.1111/j.1751-9004.2008.00134.x

Ashton, M. C., & Lee, K. (2009). The HEXACO–60: A short measure of the major dimensions of personality. Journal of Personality Assessment, 91(4), 340-345. https://doi.org/10.1080/00223890902935878 DOI: https://doi.org/10.1080/00223890902935878

Ashton, M. C., Lee, K., & De Vries, R. E. (2014). The HEXACO Honesty-Humility, Agreeableness, and Emotionality factors: A review of research and theory. Personality and Social Psychology Review, 18(2), 139-152. https://doi.org/10.1177/1088868314523838 DOI: https://doi.org/10.1177/1088868314523838

Batson, C. D. (2009). These things called empathy: Eight related but distinct phenomena. In J. Decety & W. Ickes (Eds.), The social neuroscience of empathy (pp. 3-15). Cambridge, MA: Bradford. DOI: https://doi.org/10.7551/mitpress/9780262012973.003.0002

Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406-412. https://doi.org/10.1016/j.chb.2015.09.041 DOI: https://doi.org/10.1016/j.chb.2015.09.041

Clement, J. (2023). Most popular video game genres among internet users worldwide as of 3rd quarter 2022, by age group. Statista. Retrieved from https://www.statista.com/statistics/1263585/top-video-game-genres-worldwide-by-age/

Costello, A. B. & Osborne, J. (2005). Best practices in exploratory factor analysis: four recommendations for getting the most from your analysis, Practical Assessment, Research, and Evaluation 10(1), 7. https://doi.org/10.7275/jyj1-4868

Dadds, M. R., Hunter, K., Hawes, D. J., Frost, A. D., Vassallo, S., Bunn, P., & El Masry, Y. (2008). A measure of cognitive and affective empathy in children using parent ratings. Child Psychiatry and Human Development, 39(2), 111-122. https://doi.org/10.1007/s10578-007-0075-4 DOI: https://doi.org/10.1007/s10578-007-0075-4

Funk, J. B., Buchman, D. D., Jenks, J., & Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Journal of Applied Developmental Psychology, 24(4), 413-436. https://doi.org/10.1016/s0193-3973(03)00073-x DOI: https://doi.org/10.1016/S0193-3973(03)00073-X

Greitemeyer, T., Osswald, S., & Brauer, M. (2010). Playing prosocial video games increases empathy and decreases schadenfreude. Emotion, 10(6), 796-802. DOI: https://doi.org/10.1037/a0020194

Johnson, D. W., & Johnson, R. T. (1989). Cooperation and competition: Theory and research. Interaction Book Company.

Knežević, G., & Momirović, K. (1996). Algoritam i program za analizu relacija kanoničke korelacijske analize i kanoničke analize kovarijansi [Algorithm and program for analyzing relationships in canonical correlation analysis and canonical covariance analysis]. Problemi Merenja u Psihologiji, 2, 7-16.

Lee, K., & Ashton, M. C. (2004). Psychometric properties of the HEXACO personality inventory. Multivariate Behavioral Research, 39(2), 329-358. https://doi.org/10.1207/s15327906mbr3902_8 DOI: https://doi.org/10.1207/s15327906mbr3902_8

Levitan, J. A., & Vachon, D. D. (2021). The nuanced association between deficient empathy and sexual aggression. Personality and Individual Differences, 177, 110812. https://doi.org/10.1016/j.paid.2021.110812 DOI: https://doi.org/10.1016/j.paid.2021.110812

Lozić, M., Butković, A., Vukasović Hlupić, T., & Bratko, D. (2022, April). Empirical overlap and predictive validity of Big Five and HEXACO personality models [Paper presentation]. 22nd Psychology Days in Zadar: Book of Selected Proceedings, Zadar, Croatia. https://doi.org/10.15291/mpress90

Mitić, A. D. (2017). Psihološke osnove stava prema upadljivoj potrošnji [Psychological foundations of attitudes toward conspicuous consumption] (Doktorska disertacija, Univerzitet u Beogradu, Beograd, Srbija). Retrieved from https://nardus.mpn.gov.rs/handle/123456789/8276

Mitić, A., Petrović, I., & Đurić, V. (2018). Social rank styles, machiavellianism and the attitude toward conspicuous consumption. Primenjena Psihologija, 11(2), 207–225. https://doi.org/10.19090/pp.2018.2.207-225 DOI: https://doi.org/10.19090/pp.2018.2.207-225

Peever, N., Johnson, D., & Gardner, J. (2012, July). Personality & video game genre preferences. In Proceedings of the 8th Australasian conference on interactive entertainment: Playing the system (pp. 1-3). https://doi.org/10.1145/2336727.2336747 DOI: https://doi.org/10.1145/2336727.2336747

Reniers, R. L., Corcoran, R., Drake, R., Shryane, N. M., & Völlm, B. A. (2011). The QCAE: A questionnaire of cognitive and affective empathy. Journal of Personality Assessment, 93(1), 84-95. https://doi.org/10.1080/00223891.2010.528484 DOI: https://doi.org/10.1080/00223891.2010.528484

Ronen, S., & Zuroff, D. C. (2017). How does secure attachment affect job performance and job promotion? The role of social-rank behaviors. Journal of Vocational Behavior, 100, 137-148. https://doi.org/10.1016/j.jvb.2017.03.006 DOI: https://doi.org/10.1016/j.jvb.2017.03.006

Shamay-Tsoory, S. G., Aharon-Peretz, J., & Perry, D. (2009). Two systems for empathy: A double dissociation between emotional and cognitive empathy in inferior frontal gyrus versus ventromedial prefrontal lesions. Brain, 132(3), 617-627. https://doi.org/10.1093/brain/awn279 DOI: https://doi.org/10.1093/brain/awn279

Thielmann, I., Moshagen, M., Hilbig, B. E., & Zettler, I. (2022). On the comparability of basic personality models: Meta-analytic correspondence, scope, and orthogonality of the Big Five and HEXACO dimensions. European Journal of Personality, 36(6), 870-900. https://doi.org/10.1177/08902070211026793 DOI: https://doi.org/10.1177/08902070211026793

Vachon, D. D., & Lynam, D. R. (2016). Fixing the problem with empathy: Development and validation of the affective and cognitive measure of empathy. Assessment, 23(2), 135-149. https://doi.org/10.1177/1073191114567941 DOI: https://doi.org/10.1177/1073191114567941

Veltri, N., Krasnova, H., Baumann, A., & Kalayamthanam, N. (2014). Gender Differences in Online Gaming: A Literature Review. In: 20th Americas Conference on Information Systems: Smart Sustainability: The Information Systems Opportunity, (2117-2129). Curran Associates, Inc. https://doi.org/10.7892/boris.68896

Wang, Z., Sapienza, A., Culotta, A., & Ferrara, E. (2019, August). Personality and behavior in role-based online games. In 2019 IEEE Conference on Games (CoG) (pp. 1-8). IEEE. DOI: https://doi.org/10.1109/CIG.2019.8848027

We PC. (n.d.). Video game industry statistics, trends and data in 2023. Retrieved February 13, 2021, from https://www.wepc.com/news/video-game-statistics/

Zeigler-Hill, V., & Monica, S. (2015). The HEXACO model of personality and video game preferences. Entertainment Computing, 11, 21-26. http://dx.doi.org/10.1016/j.entcom.2015.08.001 DOI: https://doi.org/10.1016/j.entcom.2015.08.001

Zettler, I., Thielmann, I., Hilbig, B. E., & Moshagen, M. (2020). The nomological net of the HEXACO model of personality: A large-scale meta-analytic investigation. Perspectives on Psychological Science, 15(3), 723-760. https://doi.org/10.1177/1745691619895036 DOI: https://doi.org/10.1177/1745691619895036

Zuroff, D. C., Fournier, M. A., Patall, E. A., & Leybman, M. J. (2010). Steps toward an evolutionary personality psychology: Individual differences in the social rank domain. Canadian Psychology/Psychologie Canadienne, 51(1), 58. https://doi.org/10.1037/a0018472 DOI: https://doi.org/10.1037/a0018472

Downloads

Published

09.12.2024

How to Cite

Šajinović, N., & Bodroža, B. (2024). Psychological traits of League of Legends players who prefer different positions and roles in the game. Primenjena Psihologija, 17(4), 551–576. https://doi.org/10.19090/pp.v17i4.2535

Issue

Section

Regular issues