Problematic use of the Call of Duty video game and its relationship with predisposition to violence and personality traits in an international sample of players
DOI:
https://doi.org/10.5281/zenodo.21809640Keywords:
video games, violence, aggression, personality, video game dependence, Call of DutyAbstract
Introduction: Concern about the impact of violent video games on predisposition to real-life violence remains current despite contradictory empirical evidence. Objective: To describe the relationship between problematic use of Call of Duty, predisposition to violence, and personality traits in an international sample of players. Materials and methods: Quantitative, non-experimental, cross-sectional descriptive study. An online survey was administered to 61 Call of Duty players recruited by convenience on Discord and Telegram, using the Video Game Dependence Test (TDV) and the abbreviated Revised Eysenck Personality Questionnaire (EPQR-A). Given non-normal data, associations between personality dimensions and video game dependence were assessed with Spearman's correlation coefficient. Results: The sample included participants from twelve countries, predominantly men (49.2%) and women (42.6%); most showed high dependence on the withdrawal dimension (62.3%) and moderate dependence on abuse and tolerance (42.6%) and difficulty of control (47.5%). The correlation between the EPQR-A tough-mindedness (psychoticism) dimension—the trait most theoretically linked to aggressiveness—and the TDV total score was weak and non-significant (rho = 0.105; p = 0.440). None of the four personality dimensions showed a statistically significant correlation with video game dependence; the only significant correlation was between two personality dimensions (tough-mindedness and emotionality, rho = 0.387; p < 0.01), not with video game dependence. Conclusions: No evidence was found of a significant relationship between problematic Call of Duty use and predisposition to violence as measured through the personality traits assessed, suggesting that other contextual and psychosocial factors not captured by this design may mediate the relationship between violent video games and aggressiveness.
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