- Main
Examining Tilt as Emotional Dysregulation in Gaming
- Wu, Minerva
- Advisor(s): Steinkuehler, Constance
Abstract
Tilt is a gaming phenomenon where an emotional response, typically negative, leads to deterioration of gameplay; tilt is a form of emotional dysregulation, wherein players are selecting dysregulatory regulation strategies as part of a downward spiral in emotional self-regulation. The present study first surveyed young adult video game players (n=165) on their triggers and responses to tilt. A subset of participants (n=30) were also interviewed to provide qualitative context and explore how players make sense of tilt. Omnibus statistical tests, correlations, and partial correlations were conducted to examine how triggers and responses vary by demographics, gameplay habits, personality, and social context of play. Higher length of experience correlated positively with being triggered by opponents. Gamer identity correlated positively with planning responses and behavioral toxicity. Emotional regulation tendency indicates that tilt is indeed a form of emotional dysregulation. Genre analyses revealed mixed results. Although Immersion motivation was most common, prioritizing Improvement correlated positively with being triggered by the player’s own mistake, responding with Disengagement or Toxicity, and mitigating dysregulatory responses due to self-triggers. Despite not showing up as statistically significant in surveys, Social Context –specifically playing with friends– was emphasized by interviewees as making for a more lighthearted and fun experience. Overall this study helps provide trigger and response information on tilt and information on single player perspective to the phenomenon of gaming tilt.