The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be
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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.
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Greater immersion in video gaming can magnify the emotional effects of gaming.
“Greater immersion in video gaming, for example, can magnify the emotional effects of gaming [28].”
From The effects of smartphones on well-being: theoretical integration and research agenda (2020) · cites this paper as [28]
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Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits
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Consumer Adoption of Personal Health Record Systems: A Self-Determination Theory Perspective
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Videogames and wellbeing: A comprehensive review
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- Authors
- Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M.
- Affiliations
- University of Essex (GB)
- Ludwig-Maximilians-Universität München (DE)
- University of Rochester (US)
- Venue
- Psychological Science
- Publisher
- SAGE Publications
- Published
- 2011-12-14
- Volume
- 23
- Issue
- 1
- Pages
- 69-76
- ISSN
- 0956-7976 (ISSN-L)
- 1467-9280
- OpenAlex
- W2151422725
- Cited by
- 280
- References
- 42
- Citations by year
- 2026: 21 · 2025: 16 · 2024: 37 · 2023: 15 · 2022: 18 · 2021: 20 · 2020: 18 · 2019: 17 · 2018: 19 · 2017: 15 · 2016: 23 · 2015: 17 · 2014: 18 · 2013: 22 · 2012: 4
- FWCI
- 46.97
- Type
- journal article
- Language
- en
- Open access
- green
- hdl.handle.net
- Locations
- Psychological Science (publishedVersion)
- PubMed (publishedVersion)
- UR Research (University of Rochester) (submittedVersion)
- ORCA Online Research @Cardiff (Cardiff University) (submittedVersion)
- Open Access at Essex (University of Essex) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
- Keywords
- video games, ideal self, self-concept, virtual identity, intrinsic motivation, player immersion, self-congruity, emotions, self-presentation, actual self
- MeSH terms
- Adolescent, Adult, Affect, Female, Humans, Male, Middle Aged, Motivation, Play and Playthings, Self Concept, Video Games, Personal Autonomy
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