A Psychosocial Perspective about Mental Health and League of Legends in Brazil
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Journal on Interactive Systems |
Texto Completo: | https://sol.sbc.org.br/journals/index.php/jis/article/view/1896 |
Resumo: | Every month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related to different social factors of the game through the analysis of 604 responses. League of Legends has a negative influence on the mental health of socially peripheral players, and the qualitative analysis exposes specific and widespread cases of oppression and discrimination. We present a discussion on ethics, possible collusion with oppression, and proposals for mitigation or solution. |
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A Psychosocial Perspective about Mental Health and League of Legends in BrazilLeague of LegendsMental HealthPsychometricsSocial OppressionEthicsEvery month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related to different social factors of the game through the analysis of 604 responses. League of Legends has a negative influence on the mental health of socially peripheral players, and the qualitative analysis exposes specific and widespread cases of oppression and discrimination. We present a discussion on ethics, possible collusion with oppression, and proposals for mitigation or solution.Brazilian Computer Society2021-08-02info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/189610.5753/jis.2021.1896Journal of Interactive Systems; v. 12 n. 1 (2021); 35-57Journal on Interactive Systems; Vol. 12 No. 1 (2021); 35-572763-771910.5753/jis.2021reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/1896/1767Copyright (c) 2021 Luiz Paulo Carvalho, José Antonio Suzano, Ingrid Gonçalvez, Silas Pereira Filho, Flávia Maria Santoro, Jonice Oliveirahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessCarvalho, Luiz PauloSuzano, José AntonioGonçalvez, IngridPereira Filho, SilasSantoro, Flávia MariaOliveira, Jonice2023-10-12T20:48:07Zoai:ojs2.sol.sbc.org.br:article/1896Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:48:07Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false |
dc.title.none.fl_str_mv |
A Psychosocial Perspective about Mental Health and League of Legends in Brazil |
title |
A Psychosocial Perspective about Mental Health and League of Legends in Brazil |
spellingShingle |
A Psychosocial Perspective about Mental Health and League of Legends in Brazil Carvalho, Luiz Paulo League of Legends Mental Health Psychometrics Social Oppression Ethics |
title_short |
A Psychosocial Perspective about Mental Health and League of Legends in Brazil |
title_full |
A Psychosocial Perspective about Mental Health and League of Legends in Brazil |
title_fullStr |
A Psychosocial Perspective about Mental Health and League of Legends in Brazil |
title_full_unstemmed |
A Psychosocial Perspective about Mental Health and League of Legends in Brazil |
title_sort |
A Psychosocial Perspective about Mental Health and League of Legends in Brazil |
author |
Carvalho, Luiz Paulo |
author_facet |
Carvalho, Luiz Paulo Suzano, José Antonio Gonçalvez, Ingrid Pereira Filho, Silas Santoro, Flávia Maria Oliveira, Jonice |
author_role |
author |
author2 |
Suzano, José Antonio Gonçalvez, Ingrid Pereira Filho, Silas Santoro, Flávia Maria Oliveira, Jonice |
author2_role |
author author author author author |
dc.contributor.author.fl_str_mv |
Carvalho, Luiz Paulo Suzano, José Antonio Gonçalvez, Ingrid Pereira Filho, Silas Santoro, Flávia Maria Oliveira, Jonice |
dc.subject.por.fl_str_mv |
League of Legends Mental Health Psychometrics Social Oppression Ethics |
topic |
League of Legends Mental Health Psychometrics Social Oppression Ethics |
description |
Every month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related to different social factors of the game through the analysis of 604 responses. League of Legends has a negative influence on the mental health of socially peripheral players, and the qualitative analysis exposes specific and widespread cases of oppression and discrimination. We present a discussion on ethics, possible collusion with oppression, and proposals for mitigation or solution. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-08-02 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/1896 10.5753/jis.2021.1896 |
url |
https://sol.sbc.org.br/journals/index.php/jis/article/view/1896 |
identifier_str_mv |
10.5753/jis.2021.1896 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/1896/1767 |
dc.rights.driver.fl_str_mv |
http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Brazilian Computer Society |
publisher.none.fl_str_mv |
Brazilian Computer Society |
dc.source.none.fl_str_mv |
Journal of Interactive Systems; v. 12 n. 1 (2021); 35-57 Journal on Interactive Systems; Vol. 12 No. 1 (2021); 35-57 2763-7719 10.5753/jis.2021 reponame:Journal on Interactive Systems instname:Sociedade Brasileira de Computação (SBC) instacron:SBC |
instname_str |
Sociedade Brasileira de Computação (SBC) |
instacron_str |
SBC |
institution |
SBC |
reponame_str |
Journal on Interactive Systems |
collection |
Journal on Interactive Systems |
repository.name.fl_str_mv |
Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC) |
repository.mail.fl_str_mv |
jis@sbc.org.br |
_version_ |
1796797411112255488 |