Personality traits and gaming in Argentinean gamers
DOI:
https://doi.org/10.22235/cp.v19i1.3956Keywords:
gamers, personality, traits, videogamesAbstract
Introduction: It has been proposed that personality partially influences gaming behaviors. This study examined the relationship between normal personality traits and various gaming behaviors and experiences in a sample of Argentine gamers. Method: The study included a sample of 197 gamers and an additional sample of 91 non-gamers. Data were collected using ad hoc surveys, the Gaming Experiences Scale, and the Big Five Inventory. Results: No differences in personality traits were found between gamers and non-gamers, nor was there a relationship between personality and the number of hours spent playing video games. Individuals with higher openness to experience reported greater self-perceived performance in gaming, while those with higher extraversion engaged more with other players. No differences in personality traits were found based on preference for hardcore or casual games. Higher conscientiousness was associated with fewer both negative and positive experiences in gaming, whereas greater openness to experience was related to more positive experiences. The findings highlight the need to statistically control for variables such as gender and age, given their impact on the results.
Conclusions: The study concludes that gamers do not have a distinct personality profile that differentiates them from non-gamers. Moreover, contrary to previous research, neuroticism did not emerge as a key trait associated with gaming behaviors. Instead, conscientiousness played a relevant role in shaping gaming experiences, while openness to experience stood out as the strongest predictor of positive gaming experiences and self-perceived gaming performance.
Downloads
References
Akbari, M., Seydavi, M., Spada, M. M., Mohammadkhani, S., Jamshidi, S., Jamaloo, A., & Ayatmehr, F. (2021). The Big Five personality traits and online gaming: A systematic review and meta-analysis. Journal of Behavioral Addictions, 10, 611-625. https://doi.org/10.1556/2006.2021.00050
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
Castro Solano, A., & Casullo, M. M. (2001). Rasgos de personalidad, bienestar psicológico y rendimiento académico en adolescentes argentinos. Interdisciplinaria. Revista de Psicología y Ciencias Afines, 18(1), 65-85.
Charlton, J. P., & Danforth, I. D. W. (2010). Validating the distinction between computer addiction and engagement: online game playing and personality. Behaviour & Information Technology, 29(6), 601-613. https://doi.org/10.1080/01449290903401978
Chew, P. K. (2022). A meta-analytic review of Internet gaming disorder and the Big Five personality factors. Addictive Behaviors, 126, 107193. https://doi.org/10.1016/j.addbeh.2021.107193
Chory, R. M., & Goodboy, A. K. (2011). Is basic personality related to violent and non-violent video game play and preferences? Cyberpsychology, Behavior, and Social Networking, 14(4), 191-198. https://doi.org/10.1089/cyber.2010.0076
Collins, E., Freeman, J., & Chamarro-Premuzic, T. (2012). Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences, 52(2), 133-138. https://doi.org/10.1016/j.paid.2011.09.015
Costa, P. T., & McCrae, R. R. (1985). The NEO Personality Inventory Manual. Psychological Assessment Resources. https://doi.org/10.1037/t07564-000
De Grove, F., Courtis, C., & Van Looy, J. (2015). How to be a gamer! Exploring personal and social indicators of gamer identity. Journal of Computer-Mediated Communication, 20, 346-361. https://doi.org/10.1111/jcc4.12114
De la Iglesia, G. (2024a). Experiencias en el uso de videojuegos en gamers argentinos. Psykhé, 33(2), 1-13. https://doi.org/10.7764/psykhe.2022.50493
De la Iglesia, G. (2024b). Salud mental en gamers argentinos: ¿juegan porque se sienten bien/mal? ¿se sienten bien/mal porque juegan? Revista de Psicopatología y Psicología Clínica, 29(2), 133-144. https://doi.org/10.5944/rppc.38260
DFC Intelligence. (2020). Global Video Game Consumer Segmentation.
Dieris-Hirchea, J., Pape, M., te Wildt, B. T., Kehyayana, A., Esch, M., Aicha S., Herpertz, S., & Bottel, L. (2020). Problematic gaming behavior and the personality traits of video gamers: A cross-sectional survey. Computers in Human Behavior, 106,106272. https://doi.org/10.1016/j.chb.2020.106272
Eklund, L. (2016). Who are the casual gamers? Gender tropes and tokenism in game culture. En T. Leaver & M. Willson (Eds.), Social, casual and mobile games: The changing gaming landscape (pp. 15-29). Bloomsbury Academic. https://doi.org/10.5040/9781501310591.ch-002
Estalló Martí, J. A. (1994). Videojuegos, personalidad y conducta. Psicothema, 6(2), 181-190.
Gervasi, A. M., Marca, L. L., Costanzo, A., Pace, U., Guglielmucci, F., & Schimmenti, A. (2017). Personality and Internet gaming disorder: A systematic review of recent literature. Current Addiction Reports, 4(3), 293-307. https://doi.org/10.1007/s40429-017-0159-6
Gilbert, N. (2021). Number of Gamers Worldwide 2020/2021: Demographics, Statistics, and Predictions. https://financesonline.com/number-of-gamers-worldwide/
González-Caino, P., Resett, S., & Rodríguez, G. (2022). Validación de una escala de adicción a los videojuegos en jóvenes adultos argentinos. Psiencia, 14(1), 20-44.
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate data analysis (7a ed.). Pearson.
Huh, S., & Bowman, N. D. (2008). Perception of and addiction to online games as a function of personality traits. Journal of Media Psychology, 13(2), 1-31.
Jamovi (2022). Jamovi. (Version 2.2.5) [Software]. https://www.jamovi.org.
Jeng, S. P., & Teng, C. I. (2008). Personality and motivations for playing online games. Social Behavior and Personality, 36(8), 1053-1060. https://doi.org/10.2224/sbp.2008.36.8.1053
Jeong, E. J., & Lee, H. R. (2015). Addictive use due to personality: Focused on Big Five personality traits and game addiction. International Journal of Psychological and Behavioral Sciences, 9(6), 1995-1999.
John, O. P., Donahue, E. M., & Kentle, R. L. (1991). The Big Five Inventory—Versions 4a and 54. University of California, Institute of Personality and Social Research.
Jordan-Muiños, F. M., & Simkin, H. (2022). Evidencias de validez de la versión corta de la Escala de Adicción a Videojuegos (GAS-SF) en una muestra de videojugadores argentinos. Psicodebate, 22(2), 60-75. https://doi.org/10.18682/pd.v22i2.5368
Katz, E., Blumler, J. G., & Gurevitch, M. (1973). Uses and gratification research. The Public Opinion Quarterly, 37(4), 509-523.
Kaye, L. K. (2019). Gaming classifications and player demographics. En A. Attrill-Smith, C. Fullwood, M. Keep & D. J. Kuss (Eds.), The Oxford handbook of cyberpsychology (pp. 609-623). Oxford University Press. https://doi.org/10.1093/oxfordhb/9780198812746.013.1
Lehenbauer-Baum, M., & Fohringer, M. (2015). Towards classification criteria for Internet gaming disorder: Debunking differences between addiction and high engagement in a German sample of World of Warcraft players. Computers in Human Behavior, 45, 345-351. https://doi.org/10.1016/j.chb.2014.11.098
López-Fernández, F. J., Mezquita, L., Griffiths, M. D., Ortet, G., & Ibánez, M. I. (2020). El papel de la personalidad en el juego problemático y en las preferencias de géneros de videojuegos en adolescentes. Adicciones, 33(3), 263-272. https://doi.org/10.20882/adicciones.1370
López-Fernández, F. J., Mezquita, L., Ortet, G., & Ibáñez, M. I. (2021). Mediational role of gaming motives in the associations of the Five Factor Model of personality with weekly and disordered gaming in adolescents. Personality and Individual Differences, 182, 111063. https://doi.org/10.1016/j.paid.2021.111063
McClure, R. F., & Mears, F. G. (1986). Videogame playing and psychopathology. Psychological Reports, 59, 59-62. https://doi.org/10.2466/pr0.1986.59.1.59
Medina-Valdivia, N. A., & Ponce-Eguren, A. (2021). Dependencia a los videojuegos y factores de la personalidad en jóvenes universitarios de la ciudad de Arequipa [Tesis de grado]. Universidad Católica San Pablo https://repositorio.ucsp.edu.pe/items/1c20cfa8-e9c9-44e2-b6de-ef1e6603bb60/full
Montag, C., Kannen, C., Schivinski, B., & Pontes, H. M. (2021). Empirical evidence for robust personality-gaming disorder associations from a large-scale international investigation applying the APA and WHO frameworks. PLOS ONE, 16(12), e0261380. https://doi.org/10.1371/journal.pone.0261380
Park, J., Song, Y., & Teng, C. I. (2011). Exploring the links between personality traits and motivations to play online games. Cyberpsychology, Behavior, and Social Networking, 14(12), 747-751. https://doi.org/10.1089/cyber.2010.0502
Peever, N., Johnson, D., & Gardner, J. (2012, julio). Personality & video game genre preferences. Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System, 20, 1-3. https://doi.org/10.1145/2336727.2336747
Potard, C., Henry, A., Boudoukha, A. H., Courtois, R., Laurent, A., & Lignier, B. (2020). Video game players’ personality traits: An exploratory cluster approach to identifying gaming preferences. Psychology of Popular Media, 9(4), 499-512. https://doi.org/10.1037/ppm0000245
Przybylski, A. K. (2014). Electronic gaming and psychosocial adjustment. Pediatrics, 134(3), e716-e722. https://doi.org/10.1542/peds.2013-4021
Şalvarli, S. I., & Griffiths, M. D. (2019). Internet gaming disorder and its associated personality traits: A systematic review using PRISMA guidelines. International Journal of Mental Health and Addiction, 19, 1420-1442. https://doi.org/10.1007/s11469-019-00081-6
Sánchez-Llorens, M., Marí-Sanmillán, M., Benito, A., Rodríguez-Ruiz, F., Castellano-García, F., Almodóvar, I., & Haro, G. (2023). Rasgos de personalidad y psicopatología en adolescentes con adicción a videojuegos. Adicciones, 35(2), 151-164. https://doi.org/10.20882/adicciones.1629
Snodgrass, J. G., Dengah, H. J. F., Lacy, M. G., Bagwell, A., Oostenburg, M. V., & Lende, D. (2017). Online gaming involvement and its positive and negative consequences: A cognitive anthropological “cultural consensus” approach to psychiatric measurement and assessment. Computers in Human Behavior, 66, 291-302. https://doi.org/10.1016/j.chb.2016.09.025
Teng, C. I. (2008). Personality differences between online game players and nonplayers in a student sample. Cyberpsychology & Behavior, 11(2), 232-234. https://doi.org/10.1089/cpb.2007.0064
Teng, C. I., Jeng, S. P., Chang, H. K. C., & Wu, S. (2012). Who plays games online? The relationship between gamer personality and online game use. International Journal of E-Business Research, 8(4), 1-14. https://doi.org/10.4018/jebr.2012100101
Vermeulen, L., Van Looy, J., De Grove, F., & Courtois, C. (2011, enero). You Are What You Play? A Quantitative Study into Game Design Preferences across Gender and their Interaction with Gaming Habits [Conferencia]. Proceedings of Digital Games Research Association DiGRA, Netherlands.
Wang, C. W., Ho, R. T. H., Chan, C. L. W., & Tse, S. (2014). Exploring Personality Characteristics of Chinese Adolescents with Internet-Related Addictive Behaviors: Trait Differences for Gaming Addiction and Social Networking Addiction. Addictive Behaviors, 42, 32-35. https://doi.org/10.1016/j.addbeh.2014.10.039
Winther, D. (2010). Blood, gold or marriage – What gets you going? A study of personality traits and in-game behavior. iSCHANNEL, 5, 33-39.
Witt, E. A., Massman, A. J., & Jackson, L. A. (2011). Trends in youth’s videogame playing, overall computer use, and communication technology use: The impact of self-esteem and the Big Five personality factors. Computers in Human Behavior, 27, 763-769. https://doi.org/10.1016/j.chb.2010.10.025
Worth, N. C., & Book, A. S. (2014). Personality and behavior in a massively multiplayer online role-playing game. Computers in Human Behavior, 38, 322-330. https://doi.org/10.1016/j.chb.2014.06.009
Yee, N., Ducheneaut, N., Nelson, L., & Likarish, P. (2011, mayo). Introverted elves & conscientious gnomes: the expression of personality in world of warcraft. Proceedings of the SIGCHI conference on human factors in computing systems (pp. 753-762). https://doi.org/10.1145/1978942.1979052
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Ciencias Psicológicas

This work is licensed under a Creative Commons Attribution 4.0 International License.