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Do Video Games Have An Effect On The Self Esteem of The Player? Gracie Mathis
Do Video Games Have An Effect On The Self Esteem of The Player? Gracie Mathis
Gracie Mathis
Abstract
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This study aims to determine if there is any correlation between the use of video games and the
effect it has on the self-esteem of the players. 200 video game players were randomly assigned to
two groups of differing gameplay - those who play with others they know and those who play
with others they do not know. Before the first round of gameplay, the Rosenberg’s Self-Esteem
scale is administered to receive a base-line knowledge of the self-esteem of the player. The scale
is then administered again after the first round of gameplay, and then again after they switch
gameplay groups. Results showed that, overall, women showed a larger decrease in self esteem
in both gameplay groups compared to men. The results concluded that while the self-esteem of
both male and female players are affected by gameplay, females tend to be affected moreso.
As popular as video games are in this time and age, there are many questions as to how
playing them affects the emotional, cognitive, and physical health of players. Having an online
presence and using media have been the basis of socialization of youth for many of the past two
decades, it has also come with many concerns for the safety of those online. Parents are worried
about aggression and how playing violent video games can contribute to that emotion; some are
even worried that video games are inhibiting the growth and development of childrens’ social
development. There have been studies where a relationship between aggression and violent video
games have been found, so does that mean there could be a correlation between video games and
the onset of other emotions? (You et al, 2015) If there is a correlation, to what extent are players
affected and does this change between gender? It is important to study situations like this
because cyber-bullying, online safety, and just general self esteem online can heavily impact the
mind during adolescence and it is important to . The purpose of this study is to measure if there
are any correlations of people who played video games and their self-esteem and if playing those
Literature Review
Self-Esteem
Not only is this study focusing on the self esteem of the players, but it is also focusing on
how these games can affect the way they view parts of the real-life world. One study in particular
looked at how the use of sexualized female characters in video games and how that can affect
both men and women and how they view women in real life and how they view themselves. The
study found men who played games with sexualized female main characters tended to have a
more negative view or more judgmental view of women in real life. Women that played games
with sexualized female main characters tended to have a harsher view of themselves and tended
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to have a more critical self-image. (Morawitz & Mastro 2009) If video game characters can alter
the perspective players have on people in the real world, there are other aspects of the players
Self-esteem is defined as the “sense of self-worth and self-respect” people have and it is
crucial for understanding their well-being and success. (Monteiro et al. 2021) With self-esteem
being something that everyone monitors on their own and fluctuates depending on mood, it is
interesting to see different activities that can have an effect on it. It has already been found that,
typically, men have higher self-esteem than women. (Carducci et al. 2020) This being said, this
study predicts that women will have a lower self esteem during both sections of the study and
Current Work
As mentioned above, it is predicted that the men in the study will record a higher self-
esteem at the end of the study and the women will record a lower self-esteem at the end of the
study. This study will be used to contribute to the idea that there is a correlation between playing
video games and the games altering the self-esteem of the player. There are different studies
stating that video games can have an impact on self-esteem and other parts of our perception of
ourselves and the world around us. (Ingram et al. 2019) This study will bring together
information gathered to uncover the correlation between video games and self-esteem.
The study aims to recruit 200 video game players, 100 men and 100 women. Volunteers
must be over the age of 18 and they will be randomly assigned to play games with an open lobby
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of people they know and people they do not know. While there is no way to guarantee that the
lobbies the groups play in are going to put the players in the situation we are looking for, we will
send them through a few different trials to make sure they experience the environment we need
them to experience to get the results we are researching. The proposed study will use a 2 x 2
within-subjects repeated measures factorial design, with gender (male x female) as a quasi-
experimental factor, and self-esteem level (based on the scales given) as an experimental factor.
The dependent variable is the self-esteem level after the game lobbies and their experiences
Self Esteem
Self esteem is the dependent variable in this study. For the study, the Rosenberg’s Self
Esteem Scale, which is a “widely used self-report instrument for evaluating individual self-
esteem”, will be administered to the participants in order for them to describe how they feel
about themselves. The scale is a set of 10 questions asked to the participants where they answer
the questions with one of four answer choices: Strongly Agree, Agree, Disagree, and Strongly
Disagree. The scale ranges from 0-30 with scores ranging between 15-25 are within a normal
range and scores that are below 15 suggest low self esteem.
Procedure
In the study, a selection of 200 volunteers, 100 women and 100 men, will be gathered and
randomly selected to two different groups: those who play with people they know or are
comfortable with and those playing with people they do not know which will most likely foster a
more hostile play group. Before they play any games, the Rosenberg’s Self Esteem Scale will be
administered in order to get baseline knowledge of the individual’s self esteem before the study
begins and that there is something to compare the results to. After they play a certain number of
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matches to establish their change in self esteem, the Rosenberg’s Self Esteem Scale will be
administered to all of them. After that, they will switch groups and repeat the process,
concluding with another Rosenberg’s Self Esteem Scale. After this, we will look at the results of
the Rosenberg’s scales and compare them from before the study began and after they play in
each group.
Predicted Results
We will plan to conduct a two-way repeated measure factorial ANOVA test in order to
analyze the data collected from the Self Esteem scales. It is hypothesized that there will be an
interaction between the factors of the study. The hypothesized outcome is that women tend to
have a lower self esteem after playing in game lobbies that are more harsh environments and that
the overall self esteem score will go down for each gender after either losing matches or playing
in bad lobbies as well. It is predicted that men will have the least amount of change between the
three scores from the Rosenberg’s Self Esteem Scale and the women will show the most change,
with there being a decrease in self esteem when playing in certain lobbies, as mentioned above.
Discussion
The goal of this study is to determine whether or not there is a viable correlation between
the playing of video games and the self esteem of the player and whether or not those video
games can cause a change in self-esteem. The results indicated that there is a difference between
male and female general self-esteem and that the playing of video games can alter those initial
self-esteem ratings. More significantly, it was found that females tended to respond more
negatively with lower self-esteem ratings than males did throughout the study, but more so if
they played in a troublesome game lobby. This would support the study performed by Teng et al
(2020) in that Internet Gaming Disorder (IGD) does have a negative connotation with self-
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esteem. With Teng et al’s study finding that there is a correlation, a negative one at that, and this
study also finding that there is a correlation between self-esteem and the playing of video games,
a strong conclusion can be drawn that video games do have the ability to alter the way players
perceive themselves.
Upon analyzing the data collected from the study, it can be concluded that there is a
negative correlation between the playing of video games and self-esteem, primarily for women
players. One limitation for this study would be that there is no predetermined knowledge of the
participants self-esteem. A player can start the study with an already low self-esteem and skew
the results, or they can start with a significantly high self-esteem and the tests throughout the
study do not have an effect on them. Another limitation is the random lobbies of the second
group. While this is also a strength of the study since there will be little to no bias present, it also
can prove to not work in the favor of the studier in that the results posited from that lobby may
be exceedingly different than the others. Those certain participants may work extremely well
with people they may not know and it have a positive affect on their self-esteem.
In conclusion, to further research the correlation between self-esteem and the playing of
video games will give a great deal of insight as to how playing video games can alter our
perception of ourselves and the world around us. In the future, researchers can expand to
monitoring other emotions and aspects of our brains to see just how much video games can alter
perception. Games already have the ability of changing the players’ perception of real-world
dangers and aspects of ourselves, so this is something that would be very beneficial to monitor
References:
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Behm-Morawitz, E., & Mastro, D. (2009). The effects of the sexualization of female videogame
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Cabras, C., Cubadda, M. L., & Sechi, C. (2019). Relationships among violent and non-violent
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Teng, Z., Pontes, H. M., Nie, Q., Xiang, G., Griffiths, M. D., & Guo, C. (2020). Internet gaming
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You, S., Kim, E., & No, U. (2015). Impact of violent video games on the social behaviors of
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Monteiro, R. P., Coelho, G. L. de H., Hanel, P. H. P., de Medeiros, E. D., & da Silva, P. D. G.
(2021). The efficient assessment of self-esteem: Proposing the brief Rosenberg Self-
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Carducci, B. J., Nave, C. S., Di Fabio, A., Saklofske, D. H., Stough, C. (2020). Gender
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Ingram, J., & Cangemi, J. (2019). Video Games: Motivation, effects, and clinical implications on