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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Juho Kahilaa, Satu Piispa-Hakalaa, Sanni Kahilaa, Teemu Valtonena, Henriikka Vartiainena and Matti Tedrea</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>J. Kahila</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>M. Tedre</string-name>
          <email>matti.tedre@uef.fi</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>S. Kahila</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>K. Mäkitalo</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>H. Vartiainen</string-name>
          <email>henriikka.vartiainen@uef.fi</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>T. Valtonen</string-name>
          <email>teemu.valtonen@uef.fi</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Eastern Finland / IT Services</institution>
          ,
          <addr-line>P.O. Box 111, 80101 Joensuu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>content analysis. The results show that children explain their own in-game failures, incompetence of teammates, and technical problems as the main reasons for their gamer rage, and they express their rage verbally, physically, and by quitting. This article is the first attempt general. digital games, gamer rage, rage quitting, self-regulation, emotions</p>
      </abstract>
    </article-meta>
  </front>
  <body>
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      <title>-</title>
      <p>
        manifestations of their
Digital games, as an affective media, can
make players feel and generate various
emotional responses [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Games have been
extensively studied from the perspective of
emotions [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], and they have been shown to
provide positive emotions such as enjoyment
and pleasure [
        <xref ref-type="bibr" rid="ref1 ref3">3, 1</xref>
        ], tools for mood management
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and meaningful experiences for their
players [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Meaningful gaming experiences are
sought, for example, in games evoking strong
and intensive emotions, such as horror games
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and permadeath games, in which in-game
death of a playable character is permanent [
        <xref ref-type="bibr" rid="ref7 ref8">7,
8</xref>
        ].
      </p>
      <p>
        Emotions such as anger and frustration have
been found to increase aggressive behavior [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Aggressive behavior has been studied also in
the context of digital games. The effects of
gaming, especially on children, have raised a
concern, as some studies have found children
playing digital games to behave more
aggressively than their peers [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Aggressive
behavior has often been associated with violent
game content [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], although, according to
Ferguson [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], those results remain debatable.
      </p>
      <p>
        Conversely, playing digital games has also
been suggested to support the development of
self-regulating skills [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], and digital games
have been used as a tool for learning emotion
regulation skills [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Also, children themselves
have reported improved self-regulation skills,
such as frustration tolerance, by playing digital
games [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Rage induced by digital games,
gamer rage, has also become entertainment in
itself. There are, for example, many gamer rage
compilations on YouTube, in which players
rage, yell, and often smash their gaming
devices. Many of those videos have millions of
views, for example [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        It is important to understand anger and rage,
their reasons, and expressions in different
contexts where they emerge. Research exists,
for example, on experiences of customer rage
after service failures [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and road rage [18],
but it has been pointed out that there are only a
handful of studies on rage in the context of
digital games [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ]. Most existing studies
explore the topic in the context of eSports and
with adult participants. But as children and
adolescents are active players of digital games
[
        <xref ref-type="bibr" rid="ref19">20</xref>
        ], it is important to understand gamer rage
contributes to this gap of knowledge and
explores sixth- and
ninthgamer rage from two angles: Why do they rage
and how do they rage. The following research
questions were addressed:
      </p>
      <p>
        How do children explain the reasons
for their gamer rage?
manifest, as described in their own words?
Rage is defined as shame and failure of
maintaining self-esteem [
        <xref ref-type="bibr" rid="ref20">21</xref>
        ], or as intense and
uncontrolled anger caused by tension and
hostility arising from a frustration [
        <xref ref-type="bibr" rid="ref21">22</xref>
        ]. Anger
is a common emotion among children and
adolescents [
        <xref ref-type="bibr" rid="ref22">23</xref>
        ], and in particular, the onset of
puberty can increase emotional arousal and
emotion regulation problems [
        <xref ref-type="bibr" rid="ref23">24</xref>
        ]. Although
rage is a natural emotion [
        <xref ref-type="bibr" rid="ref20">21</xref>
        ], its expressions in
school-age children are also a problem [
        <xref ref-type="bibr" rid="ref24">25</xref>
        ] and
can hamper, for example, school adjustment
and peer relations [
        <xref ref-type="bibr" rid="ref25">26</xref>
        ].
      </p>
      <p>
        Learning to regulate negative emotions like
anger and rage is an important element of
growing up [
        <xref ref-type="bibr" rid="ref25">26</xref>
        ]. Self-regulation of emotions is
not an innate trait but a metacognitive skill that
can be learned [
        <xref ref-type="bibr" rid="ref14 ref25">26, 14</xref>
        ]. In addition to early
childhood, adolescence is a critical period for
the development of emotion regulation skills
[
        <xref ref-type="bibr" rid="ref23">24</xref>
        ]. Adolescents use several strategies such as
venting, distraction, or reappraisal for
purposeful regulation of emotions [
        <xref ref-type="bibr" rid="ref26">27</xref>
        ].
      </p>
      <p>
        Aggressive behavior associated with digital
games has been much discussed in public [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
The violent content of digital games has often
been suggested as the cause of game-related
aggression [
        <xref ref-type="bibr" rid="ref10 ref11">11, 10</xref>
        ]. However, also alternative
explanations for aggressive behavior associated
with games have been suggested. Willoughby
et al. [
        <xref ref-type="bibr" rid="ref27">28</xref>
        ] argued that the association between
violent games and aggressive behavior may be
due to the competitiveness and fast-paced
action of these games rather than their violent
content. Przybylski et al. [
        <xref ref-type="bibr" rid="ref28">29</xref>
        ] suggested that the
frustrating players competence satisfaction is
often the cause of the aggression. Results were
similar in violent and nonviolent games.
      </p>
      <p>
        Frustration caused by multiple failures and
losses to opponents sometimes leads to rage
[
        <xref ref-type="bibr" rid="ref29">30</xref>
        ] defines rage quitting as a situation where
the
game state and decides to intentionally abandon
further
into micro quitting and macro quitting. In the
context of digital games, micro quitting, means
ending the current session, and macro quitting
means quitting the game for good [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ]. The
gamer rage in YouTube compilation videos is
often micro quitting, which does not always
lead to quitting and uninstalling the game [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
Social factors, such as a common gaming
decision not to rage quit [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ].
      </p>
      <p>
        Uncontrolled expressions of rage can have
negative effects in addition to the obvious
material damage. For example, rage quitting in
digital games has been found to negatively
impact other players, especially in team-based
games [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ], and it is considered reprehensible
behavior, penalized by some games [
        <xref ref-type="bibr" rid="ref29">30</xref>
        ].
      </p>
      <p>The data of the current study (31 essays) is
extracted from the data of a larger research
metagame activities [31]. The term metagame
the activities connected with the game that is</p>
      <p>Participants of the study came from one
municipality and three separate schools in
Eastern Finland. Written permissions and
informed consent were asked from the
participants and their guardians. Out of 194
requests sent, permissions were received from
142 children, including 73 sixth graders (31
girls, 42 boys) and 69 ninth graders (33 girls, 36
boys), who participated in the first phase of the
study. Permission was not received from 52
students, who were therefore excluded from the
study.</p>
      <p>
        The data were collected as a part of
-minute
school lessons. A total of 142 students
participated in this phase. At the beginning of
the first lesson, the researcher introduced
himself, and the researcher and children briefly
discussed the purpose of the study to create an
atmosphere of confidence for data collection
[
        <xref ref-type="bibr" rid="ref31">33</xref>
        ]. Next, participants were divided into
groups of two to four students to discuss and
create lists of any possible digital game-related
activities they know, other than playing the
game itself. After that, the groups presented
their lists of these activities to other children.
Groups were then disbanded, and as the last
task of the first lesson, the children were
instructed to write down personal lists of digital
game-related activities (other than playing the
game itself) they have participated in. The
purpose of the first lesson was to help the
participants to recall, by discussing and making
lists, metagame activities they have participated
in. After the first lesson, a break of about 20
minutes followed.
      </p>
      <p>At the beginning of the second lesson,
participants were asked to complete their list of
activities in case some new activities had come
to their mind. Next, participants were instructed
to write an essay on their digital game-related
activities. Of these 142 participants, 31
participants discussed gamer rage in their
essays and were therefore included in the
current study; 22 of them were sixth graders (9
girls, 13 boys) and 9 were ninth-graders (6 girls,
3 boys). The remaining 111 participants who
did not discuss gamer rage were excluded from
the study. Before analysis, participants were
given pseudonyms, and data were transcribed
into electronic form.</p>
      <p>
        Data were analyzed using qualitative
content analysis, which is well suited for
analyzing written data in exploratory research
[
        <xref ref-type="bibr" rid="ref32">34</xref>
        ]. The approach to analysis was
conventional, in which the data is approached
without predefined codes or categories [
        <xref ref-type="bibr" rid="ref33">35</xref>
        ].
This approach is often used when there is little
or no previous research on the phenomenon
under study [
        <xref ref-type="bibr" rid="ref33 ref34">36, 35</xref>
        ]. Atlas.ti 8.4 qualitative
data analysis software was used for analysis.
Analysis followed the description by Hsieh and
Shannon [
        <xref ref-type="bibr" rid="ref33">35</xref>
        ]. The analysis was performed by
two researchers.
      </p>
      <p>Before the coding, data were first read
several times to get a general sense of it. The
first analysis run was concerned with the first
research question on the reasons children gave
for their gamer rage. Re
rage were coded without predefined codes.
Codes were revised several times during the
coding session, and to increase the reliability of
the analysis, differences and similarities of
content and naming of the codes were
negotiated between the researchers until both
agreed with the coding.</p>
      <p>Subsequently, codes were grouped into
categories based on how they related to each
other. Two researchers participated also in this
phase of analysis. To ensure the quality of the
categorization, content and naming of
categories were negotiated between researchers
until they reached a consensus. Three
their gamer rage emerged: in-game failures,
incompetent teammates, and technical
problems.</p>
      <p>The second analysis run was concerned with
reports of how their gamer rage manifests. The
data were analyzed using the same procedure as
with the first analysis run. Data were coded
without predefined codes, the content of codes
was discussed and reviewed many times during
the process, and codes were aggregated into
categories. The three categories in which
expressions, physical expressions, and quitting.</p>
      <p>This section reports the results of the first
research question on how children explained
the reasons for their gamer rage. Those reasons
were divided into three different categories:
ingame failures, incompetent teammates, and
technical problems. Table 1 shows the
categorization of reasons by which children
explained their gamer rage.
essays was in-game failures, which refers to a
failures, such as dying or losing to another
player in game, were described in several
essays as a cause of outrage. Sixth grader boy,
Keeko, writes as follows about his reaction to
dying in the Fortnite, a popular Battle Royale
threw the controller into the wall, but it did not
players, the success of a friend when the player
him/herself was failing was found to be
particularly frustrating: Sixth grader girl,
example, my friend won the game and I did not,
so I started the whole game from the
-game
performance to the performance of their friends
and other players, which on occasion made
them feel incompetent and frustrated.</p>
      <p>In addition to comparing their own
performance to that of others, repeated failures
and losses were particularly frustrating for the
gamers. For instance, a sixth grader boy, Max,
wrote about repeated losses in a popular
competitive real-time strategy game as follows:
trophies out of 3900 trophies and broke the
Isabella, wrote about the rage caused by several
the wall when I became angry, because I died,
and I died many times in a row, but when the
level was co
children also recognized a connection between
playing in an angry state of mind and failing
easier again.</p>
      <p>Also, getting very far in the game and failing
in the final moments was a source of raging.
Sixth grader boy, Lennie, wrote the following:
opponent and I threw my keyboard out of the
window and I was not able to play at all next
-game
failures, especially when repeated within a
short period of time, or when the game had so
far progressed well and success was close, were
oftrage.</p>
      <p>While failing is something that can happen
in a single player game as well as multiplayer
games, the second category, incompetent
teammates, is exclusive to multiplayer games.
A number of participants wrote that they have
raged because
incompetence. Sometimes incompetent
teammates were friends, but also playing with
previously unknown players caused raging.
Ninth grader boy, Riley, had played a popular
team-based competitive first-person shooter
game, and wrote as fol
laptop when I lost my temper in CS:GO when
my team was full of Russian silvers (silver is
lowest player rank in CS:GO), but now I have a
Some participants
described that incompetence of other players
reduced their own chances of success, which,
they explained, was the reason for their rage.</p>
      <p>The third rage-inducing category was
technical problems, which mainly referred to
completely or partially inoperable gaming
devices or network connection. Results showed
another reason to rage, taking place when
technical problems either limited or completely
wrote that they fly into a rage if the gaming
equipment, internet connection, or game itself
did not work at all, or worked poorly. Sixth
grader girl, Milana, wrote as follows about
gaming related technical problems and her
on the couch, but it hit the wall and now it no
many games. If the game does not work, it is
lagging, or you die in game you just get</p>
      <p>Gaming session cancelled or ruined
by technical problems was a real
disappointment for children.</p>
      <p>The first category that emerged from the
data was verbal expressions, which refers to the
particip
emotions. Participants wrote that they, for
example, cried, yelled, and cursed as a result of
the rage caused by the games. Ninth grader girl,
-related
things; I have, for example, become angry when
the game does not work, or playing for some
other reasons fails. Neighbors certainly have
often heard the screaming and laughing as
playing and cried because of it. The games
where I lose my temper are specifically The
Legend of Zelda, Alicia Online, and online
shy to verbalize their game-related rage.
to
express their rage was physical expressions.
Reported physical expressions were mostly
violent and targeted gaming devices such as
gaming computers, consoles, game controllers,
keyboards, mice, and smart phones, but
sometimes also furniture. Sixth grader boy,
Evan, wrote about his outrage at Fortnite as
in Fortnite, and when I died, I kicked the
usually targeted readily accessible objects at the
time of their tantrum.</p>
      <p>The children also wrote about the
consequences of their rage: Objects on which
they unleashed their fury often broke down,
though the intention was not always to break
anything, but sometimes to even avoid damage.
he controller
broke when I died in Fortnite. I tried to throw it
gaming equipment hampered or prevented
children from playing and was thus displeasing.
Some participants wrote that they tried to soften
their most destructive expressions of rage.
Other participants wrote how they were on the
verge of breaking something as a result of the
outrage but had succeed to control their
emotions and most destructive intentions.</p>
      <p>In addition to expressing anger verbally and
physically, some participants reported to have
done more as a result of their gamer rage:
quitting altogether. The third category, quitting,
themselves from the game due to the rage it had
evoked. Quitting often happened in a gust of
rage, or as a result of breakdown of gaming
equipment. However, participants also wrote
that they had taken a break and uninstalled
games more thoughtfully and constructively
after the raging incident. Usually, participants
micro quit but came back to play the game after
a while. Sixth grader boy, Victor, wrote about
his actions and thoughts of game induced rage
then you get angry and you rage. It makes
playing difficult and it can last for a while, or
participants wrote that they had learned that
gaming will not go well and is not enjoyable on
tilt (in a furious state of mind).</p>
      <p>Some children were able to distance
themselves from the game in these situations,
for example by taking breaks. However, micro
quitting the game was not enough for everyone.
Some participants were able to make extreme
and permanent solutions when their gamer rage
started to bother themselves too much. For
instance, a ninth grader girl, Belle wrote:
as a result, the digital device has almost broken.
In the end, I decided to quit gaming altogether.
It always felt easiest to get angry when it was
Different rage-related phenomena have been
studied in different contexts, and a body of
research on game-related rage is emerging. One
gap in that nascent literature base is research on
children perceive it. This study addresses that
descriptions of their gamer rage as data. This
study explored how do children explain the
reasons for their gamer rage, and how does
show that children consider their in-game
failures, incompetent teammates, and technical
problems to be the chief reasons for their gamer
rage, and that rage manifests in verbal and
physical actions, as well as in quitting.</p>
      <p>
        Previous studies have suggested violent
content [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], competitiveness and fast pace of
self-competence [
        <xref ref-type="bibr" rid="ref28">29</xref>
        ] as the reasons for gaming
related aggressive behavior. This study found
no mentions of violent content as the reason for
stories of almost winning in competitive game
but failing in the final moments as well as from
and raging related to it were an outcome of
failures or failing at a critical moment. Those
] results
mistakes with aggressive behavior.
      </p>
      <p>
        The results also revealed that some children
took breaks from the games to regulate their
anger and its expressions, because they did not
want to play on tilt and keep failing in game
5] study
the context of digital games and their results
revealed similar ways to manage game related
frustration. Behavioral distraction, doing
something else when faced with negative affect
is found to be an effective and easy-to-use
emotion regulation strategy [
        <xref ref-type="bibr" rid="ref26">27</xref>
        ].
Understanding gamer rage can also provide
professionals working with children with a
child-friendly topic to discuss the reasons,
consequences, and different methods of anger
management.
      </p>
      <p>
        The results of this study also found that in
some extreme cases, participants were also able
to quit gaming altogether when they found that
their gamer rage negatively affected their
quality of life; Weber [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ] called this macro
quitting. Quitting gaming altogether is a big
decision for a gamer; one that requires serious
self-control.
      </p>
      <p>As an exploratory study, the results are
limited in a number of ways. Firstly, this study
explored why do children rage and how do they
experiences is always a subjective approach
and the results must be seen in that light. For
example, children may have attributed some of
their rage to technical problems or to
incompetent teammates, because reasons found
outside of themselves might have been easier to
accept.</p>
      <p>Secondly, the sample size and sampling
frame were small, which prohibits
generalization from these exploratory results.
Thirdly, although essays can provide rich data
for in-depth questions or follow-up questions to
be asked. Participants also wrote about their
past experiences, which differs from describing
an experience immediately after it happened, as
memory of past experiences may have been
distorted over time. On the flip side, a
monitored gaming situation, in the presence of
a researcher or teacher and other students,
would hardly have brought out similar rage
reactions as playing in familiar home
circumstances. Writing essays about their
authentic, past experiences provided children
with a lower threshold and familiar way to share
their experiences. However, in the future,
benefit from complementary methodological
approaches and more diverse samples. This
study highlighted several interesting topics for
future research.</p>
      <p>Rage reported by children often
occurred while playing competitive games
such as Fortnite and Clash Royale, although
the participants reported gamer rage also
with
singleexperiences on game types and game genres
in relation to gamer rage,
strategies to cope with or control their gamer
rage in different games or game genres, are
promising topics for future research.</p>
      <p>In-game failures, incompetent
teammates, and technical problems the
reasons to which children attributed their
gamer rage are all directly related to the
games being played, and there were no
mention of the effect of out-of-game events
or bad mood on the onset of rage. Thus,
game factors on their gamer rage is also
interesting topic for further research.</p>
      <p>
        Although this study did not explore
were signs that attitudes towards gamer rage
varied between participants. Some children
reported their raging almost proudly, which
may be due to the entertainment aspect
connected with gamer rage (in form of
gamer rage compilations in YouTube, for
instance [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. However, other participants
wrote more regretfully about their rage.
gamer rage, as well as that of others,
presents another promising direction for
further research.
      </p>
      <p>The purpose of this exploratory study was to
by examining how children explain the reasons
for their gamer rage and how does their gamer
rage manifest. This study has shown that
children consider their in-game failures,
incompetent teammates, and technical
problems to be the chief reasons for their gamer
rage. Children's rage manifests in verbal
actions, physical actions, and in quitting. The
findings of this study widen our understanding
of children's gamer rage. Results also give new
perspectives for media educators, teachers, and
other professionals working with children. The
study also highlights important future research
topics, such as children's experiences of the
impact of out-of-game events on their gamer
rage and children's attitudes towards their
gamer rage.</p>
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