Gamer traits and behavior in Dota 2: A Russian study and its implications

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Researchers from Moscow State Psychological and Pedagogical University explored how personal characteristics shape behavior in the popular computer role-playing game Dota 2. The study identified two clear player profiles: those who are influenced by others’ opinions and those who act more independently. The findings were shared with socialbites.ca, highlighting a link between real‑world social tendencies and in‑game actions.

Dota 2 was selected because of its widespread appeal among teenagers and young adults. The study drew a sample of 103 players from Russia, with the vast majority, 98 percent, male and aged between 14 and 25. Each participant underwent a battery of psychological assessments to map personality traits and temperament. In addition, researchers reviewed tens of thousands of matches to analyze behavior within the virtual world.

Results indicated that players who had more in‑game experience tended to be less socially engaged in real life, yet they showed higher political engagement and a greater willingness to assist other players. This group tended to rely more on others’ opinions and displayed a weaker focus on themselves in daily life.

In contrast, the second group consisted of players with less extensive gaming experience. These young players appeared more independent and self‑oriented. They were less likely to offer help to teammates, even when such cooperation could benefit the team’s chances of success.

Additionally, the researchers found that players who rack up more in‑game kills often perceive an audience that exists mainly in imagination rather than among real-world peers. This pattern suggests deeper immersion in the digital environment and a tendency to seek validation from the virtual realm.

Looking ahead, the researchers propose that the data could inform models for spotting at‑risk adolescents, including those who demonstrate aggressive tendencies or suicidal thoughts in relation to gaming. The aim would be to identify warning signs early and provide targeted support where needed.

As one researcher noted, a correlation emerged between several personality traits and how players behave within the virtual game world. While the current data set is not definitive, the team emphasizes the need for continued investigation. The envisioned outcome is a model that analyzes video game interactions to produce psychological portraits of players. Such portraits could help in identifying young people who are drawn to competitive eSports or who may belong to risk groups, including those showing signs of self‑harm or risky behavior. This perspective comes from the interdisciplinary Center for Contemporary Childhood Studies at Moscow State University of Psychology and Education.

The study draws on data gathered by the Interdisciplinary Research Center for Contemporary Childhood at Moscow State University of Psychology and Education, underscoring a broader effort to understand how digital environments intersect with youth development. The researchers stress the importance of translating these insights into practical tools for educators, parents, and health professionals working in North American contexts as gaming remains a universal medium that shapes social interaction.

In related news, Moscow State University has also highlighted work in health diagnostics, including non‑toxic gel technologies for cancer screening, illustrating a broader commitment to applying scientific methods to real‑world health challenges. These parallel efforts reflect a broader trend of leveraging interdisciplinary research to improve outcomes for young people in a digital age.

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