3 research outputs found

    Rage in video gaming, characteristics of loss of control among gamers: A qualitative study

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    Introduction: Online forums devoted to video games dedicate discussions to a phenomenon named “rage” that produces difficulties for gamers. Rage is described as expressing violent and impulsive reactions through excessive frustration or bad faith while gaming. The description of “rage” is close to the description of “tilt” in the context of online poker. The aim of this qualitative study was to describe rage as it occurs in online video games and to identify its etiology and consequences.Method: A qualitative study included 24 gamers aged between 18 and 30 years old. Semi-directive interviews were conducted and participants completed an online survey. Two researchers rated each interview using the thematic analysis method, and reported an agreement rate of 83%. Results: Rage was described by gamers as a change in the manner of playing caused by a feeling of frustration during the game. Rage has components that are behavioral (aggressive behaviors), cognitive (poor decision-making) and emotional (anger). Rage can be contagious among gamers and may result in the loss of the game and a “rage quit”, in other words an abrupt cessation of the game.Discussion: Rage is a phenomenon of loss of control that occurs while playing an online video game. It has similar characteristics to tilt in online poker. However, the outcomes of tilt and rage are different and might lead to opposite relations with addiction behaviors

    Rage in Video Gaming, Characteristics of Loss of Control Among Gamers: A Qualitative Study

    No full text
    International audienceOnline forums devoted to video games dedicate discussions to a phenomenon called "rage" that produces difficulties for gamers. Rage is described as expressing violent and impulsive reactions through excessive frustration or bad faith while gaming. The aim of this qualitative study was to describe rage as it occurs in online video games and to identify its etiology and consequences. A qualitative study included 24 gamers aged 18-30 years. Semidirective interviews were conducted, and participants completed an online survey. Two researchers rated each interview using the thematic analysis method and reported an agreement rate of 83%. The gamers described rage as a change in the manner of playing caused by a feeling of frustration during the game. Rage has components that are behavioral (aggressive behaviors), cognitive (poor decision making), and emotional (anger). Rage can be contagious among gamers and may result in the loss of the game and a "rage quit," an abrupt cessation of the game. Rage appears of prime importance to regulate rage episodes and targeting emotion regulation, which can be used as a hook for the prevention of problematic gaming. Public Policy Relevance Statement Rage is a phenomenon of behavioral, emotional, and cognitive loss of control that occurs while playing an online video game. Rage could have consequences on the psychological well-being of players and their teammates. Players seek to control rage episodes to perform in the game; rage could also be a gateway for prevention
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