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Autoeficacia percibida en League of Legends

Authors: Giménez Rodríguez, David;

Autoeficacia percibida en League of Legends

Abstract

Treball Final de Grau en Psicologia. Codi: PS1048. Curs acadèmic 2014-2015 La autoeficacia es un constructo con enorme importancia dentro del campo de la psicología. Debido a esto, han sido muchos los autores que han intentado investigar sobre dicho constructos en diferentes ámbitos de la vida. Aunque se encuentran numerosos estudios sobre autoeficacia en el ámbito deportivo, e incluso en deportes específicos, no existen investigaciones en lo que respecta a los e-sports. Por ello, el objetivo de este estudio piloto es observar cómo afecta la autoeficacia percibida en un e-sport específico (League of Legends) en el desarrollo de los jugadores dentro del juego. Se analizan para ello variables tales como la clasificación, el rol de juego o la edad de los participantes. Se hizo uso de un cuestionario de autoeficacia percibida en videojuegos, el cual se administró a 134 sujetos de diferentes edades, clasificaciones y roles. Los resultados obtenidos no fueron del todo satisfactorios, salvo en las diferencias en autoeficacia percibida en función de la edad, donde se observaron diferencias significativas. No debemos olvidar que el presente estudio es únicamente un trabajo piloto, por tanto, la intención es únicamente ser un punto de inicio para futuras investigaciones no solo de autoeficacia en deportes electrónicos, también con cualquier otro tipo de variable psicológica relevante. Self-efficacy is a construct with great importance in the field of psychology. Because of this, a lot of authors have tried to investigate about this constructs in different walks of life. Although there are numerous studies about self-efficacy in sports and even in specific sports, there is no research in regards to e-sports. Therefore, the aim of this pilot study is to observe how it affects self-efficacy in a specific e-sport (League of Legends) in the development of players in the game. Variables such as classification, role playing or the age of the participants are analyzed for it. We used a scale of Self-efficacy in videogames, which was administrated to 134 subjects, this subjects was different in age, game classification and rol. The results were not satisfactory, except when we analyzed the differences in self-efficacy in term of age, we could see significant differences. We must not forget this paper is only a pilot, therefore, the intention is only to be a starting point for future research not only of self-efficacy in electronic sports, also with any other relevant psychological variable.

Country
Spain
Related Organizations
Keywords

League of Legends, Grau en Psicologia, Deporte electrónico, Bachelor's Degree in Psychology, E-sports, Electronic sports, Grado en Psicología, Autoeficacia, Self-efficacy

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
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