ArticleScientific reports2025
Interpersonal capitalization in esports enhances players' psychological resources and well-being.
Article in Scientific reports, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
2 citing papers in PubMed.
- The impact of sports participation on the social integration of China's migrant population: a serial mediation model of life satisfaction and subjective well-being.Frontiers in sports and active living · 2026Article
- MOBA eSports participation and psychological traits in individuals with disabilities-an association analysis grounded in self-efficacy, social support, and trait sport confidence.Frontiers in psychology · 2026Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors.
Funding
Abstract
Interpersonal capitalization refers to psychosocial benefits derived from communicating personal accomplishments to others and receiving active-constructive (enthusiastic) feedback. Little is known about the extent to which interpersonal capitalization generalizes to the digital environment of esports. In esports, players compete through video games, seeking accomplishments and often communicating with other players. Building upon interpersonal capitalization theory, we hypothesized that players who more frequently communicate their accomplishments to others and perceive more active-constructive responses would experience enhanced psychological resources (self-esteem, self-efficacy, and optimism), thereby improving both hedonic and eudaimonic well-being. In contrast, perceived active-destructive feedback (e.g., demeaning feedback pointing out the downsides of the accomplishment) would be associated with lower psychological resources and well-being. Esports players (N = 291, 50.2% male) completed a two-wave online survey with measurements four weeks apart. We found that players who perceived more active-constructive feedback were more likely to increase optimism (direct effect) and positive emotions (indirectly via increased optimism) over the next month. Perceived active-destructive feedback predicted decreases in self-esteem, and players with lower self-esteem were more likely to exhibit more gaming addiction symptomatology. These findings are the first to present specific pathways through which esports players benefit from shared accomplishments and feedback. It highlights the viability of interpersonal capitalization in digital social environments.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.