# Validation of the Player Personality and Dynamics Scale
## 2 Materials and Methods  
### Participants  
The sample consisted of a total of 635 individuals: 67.4% identified as male, 31.5% as female, and 1.1% did not specify their gender. The average age was 22.13 years. Most participants were from Spain (97.3%), particularly from the Canary Islands Autonomous Community (78.3%). Among them, 62.2% were exclusively students. Regarding educational level, 41.3% were university students, with 28.3% studying Engineering and Architecture, 23.6% in Social and Legal Sciences, 15.9% in Arts and Humanities, 7.2% in Health Sciences, and 2.2% in Natural Sciences. The remaining 22.7% were not affiliated with any of these academic fields, as they were not enrolled in higher education. To explore preliminary differences, we conducted descriptive mean comparisons of PPDS profiles by gender, educational level, and academic branch. For example, the Toxic Profile mean was 2.09 (\(SD\) = 0.98) in females versus 1.74 (\(SD\) = 0.86) in males; the Tryhard Profile had a mean of 3.81 (\(SD\) = 0.91) in university students versus 4.00 (\(n\) = 1) in vocational training. Mentor profile means ranged from 2.55 (\(SD\) = 1.18) to 2.14 (\(SD\) = 1.13) by gender and from 2.75 (\(SD\) = 1.30) to 2.50 by educational level, and varied minimally across the six academic branches (\(\Delta M\leq 0.30\)), suggesting relatively homogeneous performance across fields. Among the university students in the sample, 63.6% reported always attending classes unless due to force majeure, and 72.8% had never repeated an academic year. Regarding household composition, 48.8% lived alone or with their siblings and both parents. Familyincome data revealed that 32.1% reported a monthly income between EUR 1.201 and EUR 2.400, and 28.1% between EUR 2.401 and EUR 3.000. In terms of health-related variables, 85.8% of participants reported not smoking, 48.8% stated that they rarely consumed alcoholic beverages, and 82.0% never used other substances. The calculated body mass index (BMI) of the sample was 23.5, indicating a normal or healthy weight range. With respect to social/emotional indicators, 33.9% reported sometimes feeling lonely, 29.8% almost never felt lonely, and 25.4% never felt lonely. Making friends was perceived as easy or very easy by 67.3% of participants, while 32.8% found it somewhat or very difficult. Finally, regarding participants' involvement with video games, 65.2% reported playing at least one type of eSport video game. The average length of a single gaming session was 3.29 h. In terms of self-perception of gaming skill, 43.5% identified as \"good players,\" while 32.1% described themselves as \"casual players.\"  
The relationship between playtime and self-perceived player level is shown in Figure 1, which presents the distribution of gaming session lengths by self-assessed skill, categorizing participants as \"I don't usually play video games\", \"Beginner\", \"Casual player\", \"Good player\", and \"Professional\". **\"I don't usually play video games\":** This group had the lowest median playtime, with values around 1 h per session. However, there were some outliers indicating that certain individuals reported significantly longer gaming sessions. **\"Beginner\":** At this level, a slight increase in the median was observed, with typical gaming sessions ranging between 1.5 and 3 h. The data dispersion remained moderate, although some extreme values appeared, suggesting longer sessions in certain cases. **\"Casual player\":** The median playtime in this group increased considerably, with sessions averaging around 3-4 h. Variability was greater, with a wider interquartile range, indicating significant differences among players at this level. **\"Good player\":** This group showed a similar median to that of casual players but with more frequent outliers. This suggests that while most players maintained moderate playtimes, some individuals greatly exceeded 6-7 h per session.