Abstract:
Currently, the study of esports is growing within the field of psychology. Among the different variables attracting interest - including stress or psychological factors associated with performance - an emerging concept known as tilt is gaining prominence in the literature. However, this construct has yet to be operationalized or defined. Thus, the present study aims to address this gap by defining and conceptualizing TILT while devising and validating a questionnaire to measure the construct in esports players. The initial phase of the study comprised 27 interviews conducted with professional players (n = 6), semi-professionals (n = 8), amateurs (n = 8), and coaches (n = 5) to characterize the concept of tilt. Following these interviews, a definition of tilt was formulated, and a panel of five experts in sports psychology and esports proposed a comprehensive set of 53 items. A total of 488 participants (278 males, 210 females), aged 18-50 (mean age = 26.9 years, SD = 7.57), completed the survey, including the 53 tilt items, a questionnaire measuring toxic behavior, and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The tilt construct is primarily characterized as a state of frustration escalating into anger, resulting in diminished performance, attention, and recurring negative thoughts about errors. Its onset typically coincides with stressful situations, persisting for approximately 30 min. Through an Exploratory Factor Analysis (EFA), 18 items were retained and categorized into two factors: Causes (7 Items) and Consequences (11 Items) of tilt. The entire questionnaire yielded a Cronbach\'s α of 0.922, with the first and second factors showing values of 0.854 and 0.890, respectively. Confirmatory factor analysis (CFA) revealed an acceptable fit for the 2-factor solution. Correlations with related constructs, such as Toxic Behavior and IGD, provided preliminary evidence of external validity. Empirical evidence for the validity and internal consistency of the Tilt Scale is robust, indicating its potential utility in future research on the psychological experiences of esports players.
摘要:
目前,在心理学领域,对电子竞技的研究正在增长。在吸引兴趣的不同变量中-包括与表现相关的压力或心理因素-一种被称为倾斜的新兴概念在文献中越来越突出。然而,这一结构尚未实施或定义。因此,本研究旨在通过定义和概念化TILT,同时设计和验证问卷来衡量电子竞技玩家的结构,从而解决这一差距。研究的初始阶段包括对职业球员进行的27次访谈(n=6),半专业人员(n=8),业余爱好者(n=8),和教练(n=5)来表征倾斜的概念。经过这些采访,制定了倾斜的定义,由五名运动心理学和电子竞技专家组成的小组提出了一套全面的53个项目。共有488名参与者(278名男性,210名女性),18-50岁(平均年龄=26.9岁,SD=7.57),完成了调查,包括53个倾斜项目,测量有毒行为的问卷,和互联网游戏障碍量表简表(IGDS9-SF)。倾斜构造的主要特征是沮丧升级为愤怒的状态,导致性能下降,注意,反复出现关于错误的负面想法。它的发作通常与紧张的情况相吻合,坚持约30分钟。通过探索性因素分析(EFA),保留了18个项目,并将其分为两个因素:倾斜的原因(7个项目)和后果(11个项目)。整个问卷得出的Cronbach'sα为0.922,第一个和第二个因素的值分别为0.854和0.890。验证性因子分析(CFA)显示了2因素解决方案的可接受拟合。与相关结构的相关性,如毒性行为和IGD,提供了外部有效性的初步证据。倾斜量表的有效性和内部一致性的经验证据是稳健的,表明其在未来电子竞技玩家心理体验研究中的潜在效用。