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ABSTRACT: Introduction
Despite its prevalence among gamers, rage remains an understudied phenomenon in digital gaming. The present study aimed to conceptualize rage as an emotional response to in-game failure or frustration and to develop a reliable and valid self-report instrument to measure this experience.Methods
The study was conducted in two phases. In the first, theoretical and qualitative phase, a focus group and expert assessment procedure were used to define the construct of rage in gaming and develop initial items. In the second, empirical phase, an international sample of 267 participants (126 females, 124 males, 17 identifying as other; aged 18-52) completed an online survey. Exploratory and confirmatory factor analyses were conducted alongside reliability testing and cor
SUBMITTER: Michalkiewicz N
PROVIDER: S-EPMC12667240 | biostudies-literature | 2025
REPOSITORIES: biostudies-literature