
@Article{jpa.2025.066008,
AUTHOR = {Zizhong Zhang, Chen Luo},
TITLE = {Hidden sufferings under entertainment: Gamebullying victimization and depression among Chinese multiplayer-online-battle-arena (MOBA) gamers},
JOURNAL = {Journal of Psychology in Africa},
VOLUME = {35},
YEAR = {2025},
NUMBER = {1},
PAGES = {61--67},
URL = {http://www.techscience.com/jpa/v35n1/60848},
ISSN = {1815-5626},
ABSTRACT = {Online gaming has become a daily norm, leading to unique forms of game-bullying distinct from traditional cyberbullying due to its immersive nature and ranking systems. This study examined how game-bullying victimization (GBV) affects depression via self-esteem, moderated by resilience and the state of flow, among 359 Chinese MOBA (Multiplayer-online-battle-arena) gamers (30.7% female, mean age = 23.8 years, SD = 4.57 years). The analysis revealed a direct link between GBV and depression. Self-esteem mediates this relationship, with higher GBV associated with lower self-esteem and subsequently greater depression. Resilience moderates both direct and indirect effects, mitigating GBV’s impact on self-esteem and depression in those with higher resilience. However, the state of flow did not moderate the mediation process. These results underscore that game-bullying affects more than just gaming addicts, highlighting the crucial roles of self-esteem and resilience. The findings suggest expanding the SOR model to account for personality traits susceptible to GBV, an emerging psychological harm.},
DOI = {10.32604/jpa.2025.066008}
}



