Cited by 280Digital Games and MediaEducational Games and GamificationMotivation and Self-Concept in Sports

The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be

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Przybylski, Andrew K., Weinstein, Netta, Murayama, Kou, Lynch, Martin F., Ryan, Richard M.·2012·Psychological Science

Abstract

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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Research works printed but not linked: 2

  1. Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations in learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning and instruction: Vol. 3. Cognitive and affective process analyses (pp. 223-253). Hillsdale, NJ: Erlbaum.
  2. Przybylski, A. K., Ryan, R. M., & Rigby, C. S. (2009). The motivat- ing role of violence in videogames. Personality and Social Psy- chology Bulletin, 35, 243-259.

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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
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
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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