1. Introduction
The slang term “Tilt” is generally defined as a state of emotional upset that interferes with gaming play. It is a phenomenon observed across gaming contexts but remains insufficiently studied within competitive esports. The concept of tilt notoriously comes from the ranked multiplayer circle, such as team-based losses in a ranked match, with the frustration not just a response to the loss, but the perceived effort and skill deficit that led to such a result. Despite extensive research examining tilt as a general response to unfavorable game outcomes, it remains unclear whether individual quality performance, under low team quality performance, actually heightens tilt.
2. Theories reviewed
Attribution theory states that high performers will externalize attributions of blame onto teammates, thereby increasing frustration .According to self-determination theory, the frustration of the competence motive arises when high-quality individual contributions do not lead to success.
The frustration–aggression model provides insights into how thwarted goals, especially in the context of perceived injustice, may increase anger and maladaptive behaviors.
In these models, tilt is hypothesized not to be a function of failure, but rather the conflict between personal success and group failure. This paper aims to add to this area by hypothesizing that the higher average performer of the team has a higher proneness to the tilt following a team loss, based on psychological models. By including tilt into the current psychological models and arena of esports, the paper aims to further deepen the understanding of the impacts of both personal and group-level phenomena on emotional regulation in competitive gaming.
3. Literature review
The term “tilt” was originated from the poker scene, it has also been broadly used in the esports field, and majorly in online multiplayer terms to explain the phenomenon of frustration, anger, and the loss of composure [1]. In empirical evidences, it is evident that tilt leads to aggressive or impulsive behaviors; examples include: reckless in-game decisions, irrational tactics, or even verbal aggression towards self, teammates, and coaches. These behaviors may further lead to the below consequences: Failing to cooperate with the team, constant toxicity, hence constantly feed cycles of poor performance [1]. Although ever-present in gaming community, the concept of tilt is under-theorized in the mainstream psychology and, as such can be subsumed into long-standing models of emotion and motivation.
Attribution theories refer to explaining reasons for successes and failures. Multiplayer gamers have been shown to exhibit a self-serving bias on average [2]. This is a well-known psychological effect when players attribute victory to their own performance and contribution, while blaming the external sources on losses, such as poor-performing teammates or luck, or blaming bad timing. This can be even more severe for high performers since those with better performance score on the in-game dashboard offer more evidence to use as support in order to blame others. While this kind of externalization can protect the ego, it can lead to increased anger and hostility towards teammates, which in turn greatly destabilizes the performance of the player, a known phenomenon called tilt.
The frustration-aggression hypothesis proposes that when a person's goal-directed behaviors are blocked, aggressive behavior is more likely [3]. In ranked multiplayers, winning is the only thing that matters, and when it's taken away from you despite you playing better than your own team such frustration can easily escalate into emotional outbursts. The disparity between effort and reward results in feelings of anger, impulsivity, and also toxic communication—core symptoms of tilt [4].
Self determination theory describes basic psychological needs of self autonomy [5]. Many higher performers need to fulfil their need for competence through repeated individual success. Losing with the team frequently, could undercut this fulfilment as it prevents the accomplishment of wins and rank. Competence frustration will increase in tilt, as players will feel their skills are being reduced by factors outside their control (example: low performing teammates), which will contribute to their emotional dysregulation.
4. Research gap
The literature field has tended to consider tilt as a general response to loss, failure, or frustration. However, tilt has been rarely studied directly, and there are major gaps in understanding how consistent high individual performance in the context of group-based losses impact the development of tilt susceptibility. Integrating attribution theory, frustration–aggression models and self-determination theory provides a unique mechanism, where players who perform consistently high may be particularly prone to tilting as their team effects may limit their sense of competence and increase the perception of injustice. Targeting this gap not only has theoretical benefits in developing a more nuanced psychological understanding of tilt, but also practical ones in the prevention of this through resilience interventions in competitive play.
5. Hypothesis
Hypothesis: Higher individual performance players have higher chances to “tilt” after team-based losses in ranked multiplayer games. Case Study and Content Analysis Method of School-based Practice Case Study Method: The Professional Esports Player
To observe tilt, the paper proposes a case-based study of professional esports players that demonstrated emotional dysregulation during high stakes matches. Professional players are ideal candidates for tilt studies, as their matches are often televised, highly scrutinized, and documented in replays, commentary, and journalistic reporting. Professional esports are further distinct since they take place in stadiums; player performance is quantifiable and tilt behaviors can be preserved on video and defamed in community gossip.
5.1. Case study
An example to this is CS:GO legend Nikola “NiKo” Kovač. At the 2024 BLAST Premier Fall Final, NiKo was the unfortunate victim of a 1v5 clutch. After failing to eliminate the 5th opponent, NiKo slammed his desk aggressively, breaking his hand to such that it was bleeding and forcing the match to be paused. The whole scene can be seen as the example of the frustration–aggression hypothesis in its psychological view. However, NiKo’s tilt was not because he got outplayed – both his mechanics and his decision making in the round were at his usual level – but because he got his hopes of single-handedly carrying his team to victory dashed. The gap between his personal highlight and the team outcome generated a feeling of powerlessness and unfairness, manifested in the form of physical bad marks [6].
Nicolai “Device” Reedtz is another prime example. Device is a highly successful CS: GO player, having won many major tournaments throughout his career. He has on several occasions in a professional setting made his extreme displeasure with a given situation known; his famous monitor punch against the Swedish squad SK Gaming at IEM Katowice 2018 [7]. Aspects of Device’s tilting throughout his career, such as hitting peripherals – hitting peripherals, screaming, and visible agitation – have been particularly noticeable, partly because it contrasts with his generally calm, methodical playing style. From an attributional standpoint, the likelihood of high performing individuals who experience a loss are to attribute their loss to situational factors (in this case teammates or the environment) is greater, which then amplifies their frustration. Device serves as a player that if anyone’s psychological needs is at risk they are at great risk for tilt, even individuals that are known to have a calm performance style [5].
League of Legends arguably the greatest player of all time, Lee “Faker” Sang-hyeok, can serve as a prime example for analysis, his mental game is considered as one of the best in the esport scene [8]. As one of the best players in esports history, Faker’s skills have been lacking at times to keep him from getting tilted on in-game action. In his home matches, he has been shown audibly sighing, shaking his head and looking dejected after repeated team errors – often when his personal performance metrics were heroic [9]. This is in line with the social identity — when performance of a group a player is part of affects their feelings about themselves as a person, the player experiences a conflict between their personal identity as a good player and the social identity of the team as a losing one [10]. Faker’s facial frustration registers as slight, but powerful, tells for tilt stemming from the perception of a personal skill gap in collective underperformance [10].
These cases illustrate the irony that action replacement cascades to try to shore up the ranking both may fail to protect against tilt and in fact may exacerbate it. Elite players bring internal and external pressure with them, so the mental hit from a loss can be magnified when they have lost despite giving their best effort. Case-based evidence shows tilt as a phenomenon resulting from dissonance between personal competence and team outcomes that is consistent with theoretical propositions based on attribution, SDT, and frustration–aggression perspectives.
5.2. Content analysis of esports media
As with case studies, content analysis can be used to examine tilt. While case studies provide in-depth analyses, content analysis can provide breadth to better understand how tilt pans out for other domains by canvassing how tilt shows up for other areas of the wider esports arena. Esports media - such as streams on Twitch, highlight reels on YouTube, threads on Reddit and coverage from esports journalism - is a rich and naturally occurring source of incident data on tilting. Tilt behaviours often present in particularly dramatic forms (e.g., desk-slamming, rage-quitting, verbal outbursts) and are frequently clipped, shared and discussed in gaming communities. Systematic analysis of these media artifacts can help to identify consistent patterns that link tilt, individual performance and team success.
The content review will involve screening a body of tilt-related media with keyword tags like “tilt,” “rage,” “toxic,” “frustration,” and so on. For instance, clips on Twitch titled “rage moment” or posts on Reddit rounding up the “tilt highlights” will be collected. Each artefact will subsequently be coded in terms of three key components:
5.2.1. Twitch clips & YouTube highlights
While highlight reels or compilations of tilt moments aren’t always widely archived, such content is frequently mentioned in gaming communities. One Reddit user humorously described collecting and editing their friend's League of Legends stream tilt moments, a “tilt montage,” referring to a compilation of tilt-related incidents.
5.2.2. Reddit
Another discussion highlights how communities curate and remix tilt-related content, reflecting its cultural significance in esports discourse. Such as satirical compilations of “rage highlight” clips in Overwatch, which speaks to how tilt behaviors—especially those by high-performing players—resonate culturally GG Recon.
5.2.3. Community discourse on tilted players
In a HLTV.org thread, fans debated whether elite CS:GO players like NiKo or s1mple tilt during matches. One user noted:
“NiKo surely tilts but it doesn’t seem to affect the way he plays that much...”
5.2.4. HLTV.org
This kind of commentary reflects community observations of visible emotional strain—even among top performers.
Another Reddit thread highlights how tilt is perceived as detrimental yet culturally recognized. One fan remarked:
“Tilt is an infection. One of the most important parts of a team—Do not tilt.”
5.2.5. Reddit
This metaphor emphasizes how tilt from a single player can disrupt team dynamics, and is used especially in contexts suggesting high expectations of composure.
In r/summonerschool, a coaching discussion referenced tilt’s impact on mindset:
“A mentally healthy person will be less likely to tilt… 'Your ego is about comparisons… You’ll never be happy as long as someone is better than you.’”
This ties into how ego and expectations—especially among high performers—can exacerbate tilt risk.
Esports Journalism & Mental Health Commentary
According to a mental health article on eNotAlone, tilt frequently begins with a minor mistake and spirals due to emotional dysregulation and heightened self-criticism, which is especially magnified when a player feels judged by others (e.g., in ranked or streamed games).
A Medium article aimed at coaches outlines physical and behavioral signs of tilt—like clenched fists, slouched posture, or desk-slamming—as indicators that tilt can be systematically recognized and addressed [11].
5.2.6. Esports comebacks & tilt management
In a Rainbow Six Siege (previously Penta Sports) world finals, the team was able to recover from tilt mid-tournament. While down 0–2, teammates reset focus and composure to win the entire tournament in a comeback victory.
This example provides an opportunity to discuss awareness and regulation of emotions in the face of tilt, even when performance levels don’t drop.
Tilt Expression – The outward expression of tilt in the public forum (e.g., slamming peripherals, screaming at teammates or opponents, rage-quitting, sulking withdrawal). Subtypes will be developed based on operational definitions of tilt as a state in which breakdowns in emotion regulation have occurred resulting in impaired performance [1].
Analysis of such content in CS: GO has turned up several instances in which players who were statistically in the lead for their teams (i.e., at the tops of the frags) were displaying tilt signatures after their team lost a round. Similar analysis has been done on YouTube compilations where there have been numerous instances of League of Legends rage moments, where players will be "carrying" the early game, but when they start making repeated mistakes that have negative repercussions for the entire team result in a loss. In the process a pattern can emerge that goes beyond anecdote, as dozens or even hundreds of such incidents have been catalogued and analyzed.
Another consequence of the method is that it allows for community discussion to be submitted as secondary data. Reddit threads and Twitch chats are sources of secondary data that enrich the findings from the perspective of community consensus regarding tilt, in which viewers frequently call tilt and offer their own interpretations of the players’ responses. It is not always the case, but the interpretations of players across streams are reflections of mentalities as a collective, as if tilt is more severe or more visible when you are a higher caliber player that is doing well as an individual [12]. This meta-narrative is one that also supplements the notion that tilt is another way to overreact to the disconnect between personal skill and team loss.
The triangulation can also be made with theoretical concepts through content analysis. To highlight: Tilt clips that feature verbal hostility are in alignment with attribution theory’s idea to externalize failure. Physical outbursts (desk slamming) also reflect the frustration–aggression model. Noticeable disinvestment or lapses in attention within games match up with the frustration of competence in SDT, as players in these moments no longer see meaning in the work that they put into their games. Criticism of tilt moments, publicly or by labeling within communities, is a social identity perspective in action—group reputation is just as harmed as the individual’s record is. The attentive reading of tilt media through these frameworks could better be positioned in the analysis, but it does go to show how nonempirical esports data can be used to inform the psychological understanding of game-play and game failure.
6. Synthesis: complementary strengths essay
This mixed methods of case and content analysis provide complementary strength of analysis of tilt among high performers. Case studies allow for detailed examination of iconic tilt moments in context of personal and competitive factors. Content analysis, on the other hand, provides a more macroscopic lens, identifying common behavioral patterns across games, platforms, and players. These two methods triangulate to answer the research question: if overperformance and underperformance make one more susceptible to tilt when one’s team loses.
Using this counterfactual design, the experiment was able to reveal that tilt is no arbitrary expression of frustration, but a psychologically patterned response based on attributional bias, competence frustration, and discrepancy between individual and shared stakes. Bridging the gap between esports media and case studies of professional play, this research does not only benefit theory, but also has practical implications for player coaching, team management, and competitive integrity.
7. Implications discussion
The expected finding that high individual performance consistency is a risk factor for tilt following a team-based defeat in ranked multiplayer competition is resilient. In this paper, the analysis of professional cases and media content has shown that tilt is an emergent psychological strategy of response to the cognitive dissonance that arises from the individual winning at a lower level in their mental representation of skill and a losing team’s performance at a higher level. In this discussion section, the anticipated results of the research are linked to the fundamental principles (Attribution Theory, Frustration-Aggression Hypothesis, Self-Determination Theory (SDT) and Social Identity Theory) and applied implications for esports coaches, resilience trainers and psychological research in general are discussed.
7.1. Social identity and collective reputation
Tilt can also be seen as a socially constructed psychological response that is dependent on a group identity and outside social feedback. The conversation about tilt within the community is significant to this process as well. When the audience feels that the state has been made public through expression or body language, an audience will quickly begin to call out a high performer as “tilting”, which makes a social statement about the individual’s emotional state. Content analysis of Reddit threads and Twitch chat demonstrate how the audience deconstructs tilt as evidence of unprofessionalism, which can have an impact on a player’s public image as well.
As such, tilt is the result of both the internal conflict between individual and team achievement as well as a conflict between personal and group identity. For a player like Faker whose brand identity is constructed around a persona of consistent excellence and emotional control, the community’s public recognition of tilt has additional negative consequences for his social identity within the esports context.
7.2. Practical implications
Several applied implications for esports coaches and mental skills development coaches follow from the expected findings:
Teams and coaches should set standard operating procedures for recognizing early warning signs of tilt in high performers. These can be subtyped as physical expressions of anger (desk slamming, throwing peripherals) or withdrawal (avoiding communication in the voice chat) [8].
Cognitive-behavioral interventions could be used to help players establish a more adaptive style of attribution that will help them avoid externalizing blame and divide the team.
Resilience training (through mindfulness and emotion regulation) might help in reducing the impact of frustration when an individual’s skill and effort do not lead to success.
Clear team communication guidelines may prevent the escalation of blame dynamics after a loss, which can be initially directed from higher performers against teammates.
Given the reputational dimension of tilt, management and communication teams might also be encouraged to direct the community narrative to help frame tilt as a common human response rather than a player failing.
8. Conclusion
The anticipated finding, if the data supports this direction of correlation, would be that neither high nor consistent individual performance can protect a player entirely from tilt. A history of consistently high level performance may actually make a player more susceptible to tilt. Experience of a more intense form of tilt for high performing players is likely due to competence and autonomy needs being frustrated for a team that loses, the attributional style making a player more likely to externalize the cause of that loss, and the social identity of a high profile player being more negatively affected by a public loss than an average player.
NiKo, device and Faker have been used in this paper as professional examples of tilt and its variations, while the qualitative content analysis of media coverage of tilt has shown how the concept of tilt has evolved to become a culturally reinforced and observable construct existing at the intersection of individual skill and team loss.
By looking at tilt both as a psychological reaction and as a social response, this paper has established a connection between esports and psychology that has both practical and research relevance for both fields and implications for the well-being of professional players.
References
[1]. Harris, J. M. (2023). Exploring tilt in esports (Master’s thesis, Illinois State University). Illinois State University Institutional Repository. https: //ir.library.illinoisstate.edu/cgi/viewcontent.cgi?article=2740& context=etd
[2]. Weiner, B. (1985). An attributional theory of achievement motivation and emotion. Psychological Review, 92(4), 548–573. https: //acmd615.pbworks.com/f/weinerAnattributionaltheory.pdf
[3]. Dollard, J., Doob, L. W., Miller, N. E., Mowrer, O. H., & Sears, R. R. (1939). Frustration and aggression. Yale University Press.
[4]. Kowert, R., & Quandt, T. (Eds.). (2020). The video game debate 2: Revisiting the physical, social, and psychological effects of video games. Routledge. https: //www.routledge.com/The-Video-Game-Debate-2-Revisiting-the-Physical-Social-and-Psychological-Effects-of-Video-Games/Kowert-Quandt/p/book/9780367366940
[5]. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.
[6]. HLTV.org. (2025, June 10). NiKo: “It was a tough game… losing this 5v3 on a match point is just heartbreaking.” HLTV.org. https: //www.hltv.org/news/41911/niko-its-just-so-unacceptable-to-drop-the-ball-in-such-a-crucial-moment-from-a-team-like-our
[7]. HLTV.org. (2025, August 20). device: “Individually I felt really bad and that’s what is right in front of me right now.” HLTV.org. https: //www.hltv.org/news/42497/device-i-think-that-i-could-have-made-the-difference-in-a-lot-of-round
[8]. Wu, M., Lee, J. S., & Steinkuehler, C. (2021). Understanding tilt in esports: A study on young League of Legends players. In CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. ACM.
[9]. VideoGround. (2024, July). Context behind the shocking Faker clip [Video]. YouTube. https: //www.youtube.com/watch?v=5s_Qv8Bci-I
[10]. Cregan, S. C., Toth, A. J., & Campbell, M. J. (2024). Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games. Frontiers in Psychology, 15, Article 1385242.
[11]. Bonilla Gorrindo, I., Chamarro-Lusar, A., Birch, P., Sharpe, B. T., Martín-Castellanos, A., Muriarte, D., & Ventura Vall Llovera, C. (2024). Conceptualization and validation of the TILT questionnaire: Relationship with IGD and life satisfaction. Frontiers in Psychology, 15, Article 1409368.
[12]. Cregan, S. C., Toth, A. J., & Campbell, M. J. (2025). The psychology of tilt: Understanding tilt and coping strategies in video games. Cyberpsychology, Behavior, and Social Networking.
Cite this article
Jin,Z. (2025). The Relationship Between Consistent High Individual Performance and Post-loss Tilt in Ranked Multiplayer Games. Communications in Humanities Research,92,53-60.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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References
[1]. Harris, J. M. (2023). Exploring tilt in esports (Master’s thesis, Illinois State University). Illinois State University Institutional Repository. https: //ir.library.illinoisstate.edu/cgi/viewcontent.cgi?article=2740& context=etd
[2]. Weiner, B. (1985). An attributional theory of achievement motivation and emotion. Psychological Review, 92(4), 548–573. https: //acmd615.pbworks.com/f/weinerAnattributionaltheory.pdf
[3]. Dollard, J., Doob, L. W., Miller, N. E., Mowrer, O. H., & Sears, R. R. (1939). Frustration and aggression. Yale University Press.
[4]. Kowert, R., & Quandt, T. (Eds.). (2020). The video game debate 2: Revisiting the physical, social, and psychological effects of video games. Routledge. https: //www.routledge.com/The-Video-Game-Debate-2-Revisiting-the-Physical-Social-and-Psychological-Effects-of-Video-Games/Kowert-Quandt/p/book/9780367366940
[5]. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.
[6]. HLTV.org. (2025, June 10). NiKo: “It was a tough game… losing this 5v3 on a match point is just heartbreaking.” HLTV.org. https: //www.hltv.org/news/41911/niko-its-just-so-unacceptable-to-drop-the-ball-in-such-a-crucial-moment-from-a-team-like-our
[7]. HLTV.org. (2025, August 20). device: “Individually I felt really bad and that’s what is right in front of me right now.” HLTV.org. https: //www.hltv.org/news/42497/device-i-think-that-i-could-have-made-the-difference-in-a-lot-of-round
[8]. Wu, M., Lee, J. S., & Steinkuehler, C. (2021). Understanding tilt in esports: A study on young League of Legends players. In CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. ACM.
[9]. VideoGround. (2024, July). Context behind the shocking Faker clip [Video]. YouTube. https: //www.youtube.com/watch?v=5s_Qv8Bci-I
[10]. Cregan, S. C., Toth, A. J., & Campbell, M. J. (2024). Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games. Frontiers in Psychology, 15, Article 1385242.
[11]. Bonilla Gorrindo, I., Chamarro-Lusar, A., Birch, P., Sharpe, B. T., Martín-Castellanos, A., Muriarte, D., & Ventura Vall Llovera, C. (2024). Conceptualization and validation of the TILT questionnaire: Relationship with IGD and life satisfaction. Frontiers in Psychology, 15, Article 1409368.
[12]. Cregan, S. C., Toth, A. J., & Campbell, M. J. (2025). The psychology of tilt: Understanding tilt and coping strategies in video games. Cyberpsychology, Behavior, and Social Networking.