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The ideal self at play: the appeal of video games that let you be all you can be

Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F. and Ryan, R. M. (2012) The ideal self at play: the appeal of video games that let you be all you can be. Psychological Science, 23 (1). pp. 69-76. ISSN 0956-7976

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To link to this item DOI: 10.1177/0956797611418676

Abstract/Summary

Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them “try on” ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players’ experiences of themselves during play were congruent with players’ conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players’ actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.

Item Type:Article
Refereed:Yes
Divisions:No Reading authors. Back catalogue items
Life Sciences > School of Psychology and Clinical Language Sciences > Department of Psychology
Life Sciences > School of Psychology and Clinical Language Sciences > Social
ID Code:34847
Uncontrolled Keywords:video games; intrinsic motivation; self characteristics; Human; Male; Female; Adulthood (18 yrs & older); Intrinsic Motivation Inventory; Positive and Negative Affect; Schedule–Expanded Form; Player Experience of Need Satisfaction Scale; Ten-Item Personality Inventory Empirical Study; Quantitative Study; Self Concept; Computer Games; article; 3120:Personality Traits & Processes
Publisher:Sage Publications

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