Losing at video games
Mental Wellbeing,  Online Gaming,  Psychology,  Video Game Losses

How to Deal with Video Game Losses

If you play video games, there’s a very high likelihood that you can recall yourself or a friend getting angry when losing at video games. This can be entertaining to onlookers as footage of angry yelling and keyboard smashing can go viral.

However, it’s not all keyboard smashing and memes: when your life revolves around success in a video game, experiencing frequent loss can eat away at you. An increasing number of eSports competitors are sharing their experiences of how demoralising frequent loss can be:

[Many players] wrap a good amount of their self-worth into where and how they place at tournaments.

 

– Conyers, 2020

 

It seems that from the living room to the tournament setting, losing at video games can cause frustration and even outward displays of anger – but why? In this article, I aim to explain two things: why we experience anger and frustration when losing at video games, and what we can do to minimise these negative feelings.

As usual, there will be a summary at the bottom if you do not wish to read everything. Now, let’s begin!

Contents

    1. Why We Get Frustrated
      1.1. “This Game’s Worthless!”
      1.2. “I’m Completely Worthless!”
      1.3. “Hey, That’s My Worth!”
    2. How to Beat Frustration
      2.1. Trapped in a Vicious Cycle
      2.2. The Fast Track to Winning
      2.3. Recognise Your Emotions
      2.4. Manage Your Emotions
      2.5. You’re Not Worthless
    3. Summary
    4. References

Why We Get Frustrated

“This Game’s Worthless!”

Before we examine why we can get frustrated by video games, we should consider what factors encourage us to play a game. Back in my article on the psychology of MMORPGs, I used a theory known as Self-Determination Theory (SDT; Deci & Ryan, 1985) to explain why we can become interested in games.

We enjoy games that allow us to feel in control (autonomy), that we can relate to and connect with (relatedness), and that allow us to feel good about ourselves by overcoming challenges (competence).

When we’re interested in games for competency reasons, this can be a double-edged sword due to reasons outlined by Nummenmaa and Niemi (2004). When we overcome obstacles and experience victory, this results in feelings of positive self-esteem, pride, happiness, and self-assurance. However, if we try our hardest and still lose, this can lower our self-esteem, lower our mood, and can lead to anxiety and hostility.

How you rationalise these negative feelings may be influenced by something called locus of control. In basic terms, locus of control refers to what you might ‘blame’ when something happens (Rotter, 1966). Those with an internal locus of control feel that they are largely in control of their actions and outcomes, while those with an external locus of control might blame external factors beyond their control.

If you’re prone to having an external locus of control, you might start yelling about things like how much this game sucks, how the developers can’t balance this game properly, and so on and so forth. If you have an internal locus of control, you may begin to blame yourself and feel that you suck and are unable to rise to the challenge. This can lead to outbursts such as “I’m trash” and “I’m completely worthless”, which brings us to our next point.

“I’m Completely Worthless!”

When someone loses at a video game, they can become frustrated and make generalised statements such as “I’m trash” or “I’m worthless”. To explain why people make such devastating assessments of themselves based on a video game, I’ll be using the combination of three psychological theories: Social Identity Theory (Turner et al., 1987), Self-Categorisation Theory (Turner, 1999), and good ol’ Identity Theory (McCall & Simmons, 1978). Don’t worry, I’ll be describing them using examples that are easy to follow.

These theories argue that there isn’t a singular you, there are lots of yous that are influenced by social groups and/or contextual cues. When dealing with customers, you might speak more politely than outside of the workplace. When playing games online with friends, you can get rowdier and more rambunctious.

On social media, it’s fairly common to see people describing themselves based on their gaming preferences. People may label themselves as ‘Hardcore Gamers’, ‘Achievement Hunters’, or as belonging to specific communities such as the fighting game community. These identities that we willingly choose for ourselves can be important for our own self-worth and self-esteem (Tajfel & Turner, 1979). I’ve even witnessed someone threatening to kill a person for the mere suggestion that they weren’t a Hardcore Gamer.

These identities can be more important to us if we know more people sharing this identity (Stryker & Serpe, 1994). If you’re interested in a video game, it’s easier than ever to immerse yourself in a gaming community, join Discord servers, and familiarise yourself with a world of players who are amazing at the game. Since you’re more aware of how amazingly the game can be played, these people can shape your expectations for how you as a community member can and should be playing the game (Thoits, 1986).

Let’s imagine someone is playing a fighting game at home and they have just lost for the tenth time in a row. They become incensed after repeatedly experiencing failure and start to feel awful about themselves. There are many things at play here, so let’s go through them:

1. This person is sitting in front of their large screen wearing headphones with their arcade stick on their lap. They are completely immersed in the game, leading to something known as identity salience (Oakes, 1987). Identity salience argues that the identity we assume at the time is influenced by the context surrounding us. This person is not only completely immersed in the game, but also completely immersed in being a fighting game player. The most important thing to a fighting game player is to be successful and win. This person isn’t achieving this today, leading to feelings of inadequacy.

2. This person enjoys being a member of the fighting game community. They are in several Discord servers dedicated to fighting games and they follow hundreds of fellow fighting game players on social media. When we enjoy being in a social group, we may be prone to something called self-verification (Burke, 1991). Self-verification involves acting like ‘successful’ members of the group to justify and cement their inclusion in the group. While we might be familiar with dozens (if not hundreds) of brilliant and successful members of our gaming community, our expectations at the time are falling short, making us feel inadequate compared to others and/or less deserving to be in the community.

3. Many of us are familiar with the concept of self-esteem, but self-esteem may not be consistent. According to Kline (1993), self-esteem can be divided into trait and state self-esteem. While trait self-esteem most resembles a consistent view of yourself over time, state self-esteem reflects your evaluation of yourself at the time. So while someone could be an amazing doctor with dozens of publications who’s great at things like public speaking (trait self-esteem), their failure in the moment can lead to them feeling like garbage (state self-esteem).

To summarise all of this, victory is the most important thing to this person right now due to identity salience, yet they are failing. This affects their state self-esteem and makes them feel horrible about themselves in the moment. Thanks to being immersed in wider gaming communities, this person has many points of comparison for what a ‘successful gamer’ looks like, making them painfully aware of how ‘bad’ they are and leading to them questioning their place within and value to the gaming community.

“Hey, That’s My Worth!”

I will conclude the “Why?” portion by discussing the most commonly cited reason for why we get frustrated by losing. When we lose in a video game, we lose something: we can lose points, ranks, the chance at a win bonus, or simply our valuable time.

Decades of economic and psychological research indicates that we’ll do what we can to avoid losing something, a phenomenon that’s been referred to as loss aversion (Kahneman & Tversky, 1979). We may be loss aversive because of the psychological effects that loss can have. For example, evidence suggests that the outrage and frustration you’d feel from being forced to pay $10 extra for something is twice as powerful than the joy of receiving $10 off something (Tversky & Kahneman, 1992).

Features in video games such as ‘YOU LOSE’ screens, watching yourself be demoted, watching yourself being assigned a rank you don’t think you deserve, and more can elicit the negative emotions that we associate with loss.

How to Beat Frustration

Trapped in a Vicious Cycle

Imagine you are experiencing frequent losses which are frustrating you. You’re tired and you have work in the morning, but you don’t want to go to bed on a loss. You play and play until you experience a win, but each loss hurts more than the last.

If you are someone who insists on ending a gaming session on a win, research suggests that you are most likely to lose. Researchers have examined what task performance is like when experiencing negative emotions. When you are stressed and under pressure, you are more likely to underperform, choke under pressure, and make more mistakes than if you were calm (Ellis & Ashbrook, 1989; Harris et al., 2007). These effects are found regardless of how good you are, so even the best players are going to do poorly when angry and frustrated (Beilock & Carr, 2005; Beilock & DeCaro, 2007).

When you are angry and want to chase a win, it’s honestly best for you to not as the odds aren’t in your favour. You’re more likely to lose, which will make you angrier, and you will be trapped in a vicious cycle.

You can also personalise this to increase your chances of bowing out gracefully. I mentioned above how we are loss aversive and hate to lose. In this situation, you can run your own cost-benefit analysis. If you lose and feel yourself starting to get angry, you can ask yourself one simple question: “Are the benefits of playing until I win going to outweigh the costs?”

From my personal experience, they absolutely aren’t. You go to bed groggy and grumpy and wake up feeling more tired and less prepared for the day ahead than if you peaced out earlier. You can use your own experiences with this in the cost-benefit analysis to make it more personal to you.

You might disagree with this approach, arguing that it’s psychologically uncomfortable to end on a loss. This argument is perfect for my next point.

The Fast Track to Winning

Something I often speak passionately about (and have done so already in multiple articles) is reconsidering the concept of ‘failure’. It’s easy to consider a loss as an endpoint that reflects poorly on yourself, but a fail state can be so much more than that. A loss can contain vital information that helps us to grow as a player, and this is supported by evidence.

Instead of thinking of something as a ‘loss’, it may be better to think of it as ‘productive failure’. Multiple studies conducted by Kapur (2010; 2012; 2014) find that students who fail and learn from their mistakes perform better than students who are told how to answer correctly.

Rather than sulking about losing, it is more productive for us to think about why we lost and what we can learn from it. Along with doing our own research and practicing what we’ve learned, we can also seek advice from wider community members and Discord servers. This means that by engaging in productive failure and viewing loss as a learning point rather than an emotional devastation, you are managing your own emotions, learning more about the game, becoming better at the game, and becoming more ingrained in a gaming community and getting the opportunity to meet new people. Sounds like an all-round victory.

Recognise Your Emotions

I feel it’s fair to say that not every loss in a game will be devastating to someone. You might start off feeling positive and content, then your brow starts to furrow and your chest feels a bit tight. After this point, the losses might start to feel more devastating and frustrating.

The anger and frustration associated with taking a loss poorly can make us feel threatened, activating our fight-or-flight response. This gives us a burst of energy that can lead to feelings and actions such as your chest tightening, your heart racing, leg shaking or jaw clenching (Tasaka et al., 2014; Kubo et al., 2015; Mind, 2018).

It is possible that the moment where a game stops being entertaining for you is represented in a physical action. For the sake of your happiness and even your win record, it would be a good idea for you to listen to your body and take a step back.

So what can you do?

Manage Your Emotions

By listening to your body and watching out for your warning signs, you’ve noticed that you’re getting a bit tense and agitated. It’s time to deal with your emotions, and there’s many options available to you:

  • If you feel that you’re not ready to stop playing for the day, you could alter your mood by doing or watching something that makes you laugh. Research has found that taking a ten minute break to watch a funny video not only improves our mood, but makes us more likely to persevere during the task at hand (Cheng & Wang, 2015).
  • The combination of adrenaline and your current mood might leave you feeling restless and energised. You can expend this energy in a healthy manner by getting some fresh air and going for a walk (Mind, 2018). Alternatively, you can exercise from the comfort of your home using an expanding library of exergaming titles such as Ring Fit Adventure, Beat Saber and Fitness Boxing.
  • You could continue playing games in your leisure time, but instead change the type of game you are playing. There’s a plethora of relaxing games you can take a break with such as Animal Crossing, Stardew Valley and more. These relaxing games can distract us from our negative feelings by giving us a range of tasks to focus on in the game (De Jong, 2010).
  • Remember those friends I talked about who love the game too and can help you to improve? You can take some time out of the game and chill out with them. For example, you could organise a group game of something entertaining like Fall Guys. This can not only lead to plenty of laughter, but can also forge friendships during a time when you would have been sitting and stewing in anger (Selfhout et al., 2009).

You’re Not Worthless

The combination of identity salience and state self-esteem can lead to us making blanket judgements about our self-worth based on video game performance. I’ve witnessed this time and time again with friends feeling worthless after a day of losing, so I’d like to offer some advice on how to deal with this.

If you are getting frustrated due to identity salience, the key is to remove yourself from this state of mind and consider yourself as a whole. When dealing with the negative feelings associated with failure, it would be a good idea to contemplate all of the wonderful things you’ve achieved so far and the range of identities you have such as Loyal Friend and Hard-Working Student. You could focus your attention on compiling a list of these things in order to distract yourself from your feelings of frustration.

The world can be a pretty cruel place, you deserve to treat yourself with kindness and patience while recognising all of your successes.

Summary

  • While losing our temper at video games can be funny to onlookers, eSports competitors are increasingly discussing the psychological toll frequent loss can have. This article aims to explain why we get angry when losing at video games and how we can minimise these negative feelings.
  • People may be drawn to video games that fulfil the psychological need to feel competent at something. While rising to the challenge can feel wonderful, losing and having our competence undermined fills us with negative emotions. In response, we might lash out at external factors such as how badly the game is balanced, or we can blame ourselves and feel that we are ‘trash’.
  • It is fairly common to see people define themselves based on gaming preferences (e.g. ‘fighting game community member’). Victory is the most important thing to this person in the moment due to the salience of this identity when playing. If they fail, this affects their state self-esteem and makes them feel horrible about themselves. Thanks to being immersed in wider gaming communities, this person has many points of comparison for what a ‘successful gamer’ looks like, making them painfully aware of how ‘bad’ they are and leading to them questioning their place within and value to the gaming community.
  • Humans are argued to feel the negative emotions of losing something around twice as strongly as the positive emotions of gaining something. Loss in a game is often accompanied by a further type of loss (e.g. points, ranks, our time), activating these negative emotions.
  • Evidence indicates that we perform worse in video games when we are angry or frustrated. If you are the type of person who won’t go to bed until you get a win, your odds of winning are actually lower – so go to bed!
  • Instead of viewing a loss as an emotionally devastating endpoint, consider it as a ‘productive failure’. Research shows that people can learn better and more quickly if they learn from their mistakes. Considering why you lost and what you can learn from it is going to make you a better player.
  • Due to the activation of our fight-or-flight response, there may be warning signs that we’re about to lose our temper at a video game such as our leg shaking or our jaw tightening. You can effectively manage these emotions with a range of tasks, including: improving your mood with something funny; playing a relaxing game; walking or exercising to burn your adrenaline; or playing fun games online with friends.
  • We might become angry as a victory is the most important thing to us at that time. This can be managed by removing yourself from this mindset and considering the wide variety of identities and achievements that you have. Be kind to yourself, you’re achieved so much and overcome so many things, a loss in a video game is a drop in the bucket compared to everything you’ve accomplished.

Thank you all very much for reading! This hard work would not be possible without the support of my wonderful Patrons. I would particularly like to thank my Platinum Patrons: Albert S Calderon, Kyle T, redKheld, Dimelo ‘Derp’ Waterson, Hagbard Celine, Aprou, Austin Enright, SK120, NotGac, Shaemus, Joey Rodriguez, Marcus Lo Re-Sant, DarrenIndeed, Thomas Meszaros, Ciara Elizabeth, Dr. Jhin, Mulgar, Tobias Svensson, Beef Hardcheese, and Matt Demers. Thank you!

Spread the love

 

References

Beilock, S. L., & Carr, T. H. (2005). When high-powered people fail: Working memory and “choking under pressure” in math. Psychological Science, 16(2), 101-105.

Beilock, S. L., & DeCaro, M. S. (2007). From poor performance to success under stress: working memory, strategy selection, and mathematical problem solving under pressure. Journal of Experimental Psychology: Learning, Memory, and Cognition, 33(6), 983-998.

Burke, P. J. (1991). Identity processes and social stress. American Sociological Review, 56, 836-849.

Cheng, D., & Wang, L. (2015). Examining the energizing effects of humor: The influence of humor on persistence behavior. Journal of Business and Psychology, 30(4), 759-772.

De Jong, T. (2010). Cognitive Load Theory, educational research, and instructional design: Some food for thought. Instructional Science, 38(2), 105-134

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11, 227-268.

Ellis, H. C., & Ashbrook, P. W. (1989). The” state” of mood and memory research: A selective review. Journal of Social Behavior and Personality, 4(2), 1-21.

Harris, K. J., Kacmar, K. M., & Zivnuska, S. (2007). An investigation of abusive supervision as a predictor of performance and the meaning of work as a moderator of the relationship. The Leadership Quarterly, 18(3), 252-263.

Kahneman, D., & Tversky, A. (1979). Prospect theory: An analysis of decisions under risk. Econometrica, 47(4), 263-291

Kapur, M. (2014). Productive failure in learning math. Cognitive Science, 38(5), 1008-1022.

Kapur, M. (2012). Productive failure in learning the concept of variance. Instructional Science, 40(4), 651–672.

Kapur, M. (2010). Productive failure in mathematical problem solving. Instructional Science, 38(6), 523–550.

Kline, P. (1993). The handbook of psychological testing. London, England: Routledge.

Kubo, K., Iinuma, M., & Chen, H. (2015). Mastication as a Stress-Coping Behavior. BioMed Research International, doi: 10.1155/2015/876409.

McCall, G. J. & Simmons, J. L. (1978). Identities and Interactions. New York, NY: Free Press.

Mind. (2018). How to cope with anger. Retrieved July 20th, 2020 from https://www.mind.org.uk/information-support/types-of-mental-health-problems/anger/anger-symptoms/.

Nummenmaa, L., & Niemi, P. (2004). Inducing affective states with success-failure manipulations: a meta-analysis. Emotion, 4(2), 207-214.

Oakes, P. J. (1987).The salience of social categories. In J. C. Turner (Ed.), Rediscovering the social group: A self-categorization theory (pp. 117–141). Oxford, UK: Basil Blackwell.

Rotter, J. B. (1966). Generalized expectancies for internal versus external control of reinforcement. Psychological Monographs: General & Applied, 80(1), 1–28.

Selfhout, M. H. W., Branje, S. J. T., Delsing, M., ter Bogt, T. F. M., & Meeus, W. H. J. (2009). Different types of internet use, depression, and social anxiety: the role of perceived friendship quality. Journal of Adolescence, 32, 819–833.

Stryker, S., & Serpe, R. T. (1994). Identity salience and psychological centrality: Equivalent, overlapping, or complementary concepts? Social Psychology Quarterly, 57, 16-35.

Tajfel, H., & Turner, J. (1979). An integrative theory of intergroup conflict. In J. A. Williams & S. Worchel (Eds.), The social psychology of intergroup relations (pp. 33–47). Belmont, CA: Wadsworth.

Tasaka, A., Takeuchi, K., Sasaki, H., Yoshii, T., Soeda, R., Ueda, T., & Sakurai, K. (2014). Influence of chewing time on salivary stress markers. Journal of Prosthodontic Research, 58(1), 48-54.

Thoits, P. A. (1986). Multiple identities: Examining gender and marital status differences in distress. American Sociological Review, 51, 259-272.

Turner, J. C., Hogg, M. A., Oakes, P. J., Reicher, S. D., & Wetherell, M. S. (1987). Rediscovering the social group: A self-categorization theory. New York, NY: Basil Blackwell.

Turner, J. C. (1999). Some current issues in research on social identity and self-categorization theories. In N. Ellemers, R. Spears, & B. Dossje (Eds.), Social identity: Context, commitment, content (pp. 6–34). Oxford, UK: Blackwell.

Tversky, A., & Kahneman, D. (1992). Advances in prospect theory: Cumulative representation of uncertainty. Journal of Risk and Uncertainty, 5(4), 297-323.

14 Comments

    • Dr Natalie Coyle

      Hi there.

      I’m sorry if the article came across as ‘pointless’ as you put it. I use a plethora of academic research in my articles that are usually kept behind an academic paywall, so I try to distribute as much information and research as I can to people for free so they can learn more about themselves. This article is consistently one of my most highest-viewed articles according to my daily statistics, and both comments left on this article and people who talk to me directly have told me that the advice in this article has helped to teach them healthier habits, so I think it’s been quite successful in its aim so far.

      Regarding the ‘loser’ comment, I compete in fighting game tournaments and recently completed my PhD during both a pandemic and my own socioeconomic difficulties – I think I’ll follow the evidence on this one rather than one person’s opinion.

      If you actually have constructive criticism then please consider voicing it in a more direct and less inflammatory manner next time, you’re more likely to invoke positive change that way.

  • S

    Scenario:

    Let’s say you are absolutely livid every time you play a certain game. Like you’re furiously fuming, about to break out in tears and smash something.

    Let’s say you have identified the feelings that are associated with the negative emotions.

    In this case lets say this is about frustration and anger about being “bad at the game” and losing.
    Let’s assume another identified emotion is that you really enjoy the game, especially playing it with and against other people and the community around it.
    Let’s say now you have the trigger identified, and you’ve moved on to treating the game and losing as a learning experience. You start practicing the game and treat it more about learning than winning.

    You’re still experiencing frustration

    Lets say you’ve then identified that frustration now being tied to your inability to progress in your learning.
    No matter what you do you’re not overcoming the barrier(s) (fex. your reflexes are too slow, your memory too bad, intrinsically)

    Let’s accept this as true having tried learning one simple input for 30 hours consistently and having had coaches trying to teach you; without success. The coaches were baffled at your incompetence.
    We’re not talking mastery just middling competence. You can’t beat the CPU. Yes you’re THAT bad.

    You still love the game and the game and the community around it is important to you.

    What do you do?

    Do you accept you’re trash/disabled/handicapped and never play again?
    You still love the game and it will hurt you putting it down forever together with its community.
    If you keep playing you hurt yourself, if you don’t play you hurt yourself too.
    Participating in the community just reminds you how inadequate you are.
    And you ARE. Objectively.

    Asking for a friend.

    • Dr Natalie Coyle

      Hi there, I hope you’re well.

      I’m getting the feeling from your post that you are talking about the world of fighting games, apologies if this is incorrect. From what I can tell from your post, there are two main concerns:

      1. Struggling to improve at a game and feeling inadequate
      2. Fearing being unwelcome in and not belonging to the community

      I’ll start with the first point. If you are practicing an input for 30 hours and haven’t noticed progress, that’s a good indication to step back and consider your approach. Imagine someone practicing trying to put a rectangle into a circular hole for 30 hours – they need to step back and take a look at the bigger picture. There is a lot of content in the FGC focused on things like cleaning up inputs and showing how to do inputs, and it’s not uncommon for things like combo tutorials to have handcams to show inputs. You might want to transfer that raw practice time into seeing how other people do it. Even doing things like reading forum threads from people struggling to do similar inputs can be helpful, it has been a source of advice for me that I had never considered before.

      While it can be challenging being around people who are already quite good at a game, it’s important not to treat it as a race. Back in 2012 I really struggled with doing a reverse shoryuken motion (421 in number pad notation rather than the usual 623), it really messed with my brain and my hand wasn’t producing the output. It took me a week of practice to do, and I even had to do things like draw a Post-It note of the input directions and put it on my desk to look at while playing. Jerks might laugh at me for how long it took to simply reverse an input, but it’s 2021 and I can still do it after all that practice. It ultimately doesn’t matter how long it took, the important thing is that I got there.

      I’ll also quickly mention not to weigh any significance on ability/inability to beat a game’s CPU. CPU opponents are often programmed with unfair and inhuman reaction times that aren’t representative of real players. Instead, I would recommend things like asking your friends if they would like to play you with a secondary character. That way you get to practice in live play without receiving the full force of their power, and they get to practice a character they are interested in – everyone wins.

      The second point involves being integrated in and involved in a community. To this, I’ll say that video game communities are often composed of different types of players that have their value and place. You may be lucky enough to have world-renowned players who play for 6-14 hours per day and are an infinite fountain of knowledge. You’ll then have Very Good Players who are close to that, but have their own time obligations such as work or school. Then you’ll have people who play 1-5 times a week because of time commitments and enjoying other games, things like that.

      While I don’t have the analysis on hand, I remember reading an analysis saying that approximately 50% of players at tournaments go 0-2. These are people who pay their entry fee, go 0-2, stick around for casuals, support other players, make friends, support artists if there’s an artist’s alley at the tournament etc. I’ve unfortunately known Very Good Players who don’t pay their entry fee, people are afraid to play them in casuals because they yell at and degrade the other person, are abusive to tournament organisers, the list goes on. In this scenario, who is more valuable to a community? Someone who supports and befriends their scene, or someone who is know for being very good and shows up for a pay day while contributing nothing and spreading fear and misfortune?

      I understand your fear, but I think you’ll be welcome in that community as long as you’re a cool and supporting person. Alternatively, I know community spaces are also being used to play other games because of how much time we’re spending indoors. I’ve personally seen the FGC space I’m in being used to organise games such as Among Us, Escape from Tarkov, League of Legends etc. Don’t be afraid to spend time outside of fighting games with these people if fighting games are burning you out, it’s a great way to strengthen relationships.

      Good luck!

      • S

        Hi Natalie,

        I’ve come back to this post and comment to give an update.
        Since writing my original comment I’ve been diagnosed with dyspraxia (developmental co-ordination disorder). None of the coordination issues or problems picking up games and mechanics (and sports or other things) are related to me not trying hard enough or teaching methods, I am simply disabled.

        Sometimes trying harder or smarter isn’t whats going to help.

        At the end of the day id like to be at least ok enough at the games i play and not be laughed at (i dont think i made it clear how bad i actually am in my OP).
        Most of all I would to participate when im with friends, when they invite me to interact with them, its often the choice of entertainment for everyone. My disability sidelines me from activities and just watching my others play outside of the circle just makes me seem weird.
        And if i engage in gaming with them im considered “free”, which is humiliating, because its just “so easy” for others.

        Its a hidden disability that most even don’t believe in or at best skip over (like for example autism or asd).
        I wonder if people can conceptualize wanting to do something but simply not being able to, something so simple a child can do it. Its frustrating it seems most cant.

        I’m writing this because I think its useful as a perspective, I’ve been diagnosed only now at 3X because my age made everything worse and it looked like early onset MS to my GP. I’m wondering how many others experience the same thing without knowing.

  • Gregory Wylie

    This was a really great article. It is not only helpful for me, but I plan on sharing this with people I know who could benefit from it as well. Thanks for writing a great article and making it free to access.

  • Glenn

    Just wanted to say thanks for posting this.

    I’ve literally just rage quit uninstalled “hunt shutdown” because I was getting increasingly frustrated at feeling depression after losing time and time again. My friends and team mates don’t get it, because they’re either better at it than me, or just are more relaxed people in general than me.

    I’ve tried so hard to get better, but this, like most online games I play, only makes me feel worse because I still end up failing. I always feel like every other player is so much better than me, and definitely feel like it’s me, not the game.

    It’s at least reassuring, reading this, to know that I’m not the only one who experiences something like this.

    The way you describe the reasons behind what is happening in my mind when I lose makes so much sense. Unfortunately, I feel like trying to improve at this, and other online games, will not help me progress, so I guess the right thing to do is just step back and stop playing?

    Trouble is, “easier” games do not really interest my friends at all, and I also feel like, if we do play a more chilled out game together, I’ll just be wasting their time playing kids games when they would rather be playing “proper” games, like hunt.

    With everything still going on with covid, I don’t feel safe meeting up with people until I’ve had my second jab, and even then, our other hobby mostly involved travelling to other countries and I’m not doing that for several years now until we can all be more certain that it’s much safer to do so….. so gaming was our way of staying in touch and spending time together, but now that I’ve quit, I don’t know how to manage that situation?

    Anyway, thanks again, really interesting article, and as I said, at least now I have some understanding of why I feel so bad when I keep losing over and over, and know that I’ve done the right thing stepping away from it.

    • Dr Natalie Coyle

      Hello there, thank you for your comment.
      I’m very sorry to hear about your situation. It is definitely a double-edged sword that games can be so good at bringing us together, but if we don’t want to play a certain game, we may feel isolated from our friend base. I’m not sure whether your friends are avid gamers or like a few individual games (which is totally fair), but I think it would be a good idea to explore different types of games that aren’t necessarily ‘kids games’. For example, I’ve had a lot of fun with friends playing looter shooters such as Borderlands; a game called Gunfire Reborn was recently released on PC which I haven’t played yet, but have heard good things about. You can also simulate fun nights together using games such as The Jackbox Series of party games and Tabletop Simulator to simulate games such as Cards Against Humanity. I wish you well and hope you can continue to have fun times with your friends.

  • Amber

    Thank you for this article. I suffer from major depression and occasionally play Pokémon Go with my husband. It is supposed to be something fun for us to do together but for me it can sometimes be devistating. I found your article after struggling with spiraling into a funk the other day. I really think this is going to help me not only with avoiding that funk going forward but in combatting my depression as well. Thanks for a well written article and an impressively wide range of references!

  • Older Timmy

    Hey DR, thx for the excellent and well researched article. It does make a lot of sense.

    I am in my fifties and going through a bit of a rough patch with Escape From Tarkov, as it is the first shooter that I played since 2010. And, it is the most hardcore and unforgiving.

    The reality is, I am not in my gaming prime and can not compete with youngsters in terms of reflexes, perception etc. The problem is I still love that damn game!

    While intellectually all makes perfect sense, and in fact, I am aware of most of it – it still takes discipline to practice all the good points that you raised.

    It is good to know that we are not alone and that there is proper research going on (I myself also have a PhD) into the psychology of gaming.

    Thank you and looking forward to more articles from you.

Leave a Reply

Your email address will not be published. Required fields are marked *