The DOI matches its Crossref record; 42 of the 42 references it cites were found in a registry or an index.
The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be
Open accessAbstract
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.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
The source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“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]
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
Self-citationIntrinsic Motivation and Self-Determination in Human Behavior
Deci, E. L., & Ryan, R. M. (1985) · doi:10.1007/978-1-4899-2271-7 · Cited by 26,772
Self-citationHierarchical Linear Models: Applications and Data Analysis Methods.
Longford, N. T., Bryk, A. S., & Raudenbush, S. W. (1993) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2075823 · Cited by 18,773
Intrinsic Motivation and Self-Determination in Human Behavior
Miller, K. A. J., Deci, E. L., & Ryan, R. M. (1988) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2070638 · Cited by 15,406
Self-citationWhat Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
What video games have to teach us about learning and literacy
Gee, J. P. (2003) · Computers in Entertainment · doi:10.1145/950566.950595 · Cited by 5,735
On the Self-Regulation of Behavior
Carver, C. S., & Scheier, M. F. (1998) · Cambridge University Press eBooks · doi:10.1017/cbo9781139174794 · Cited by 4,110
At the Heart of It All: The Concept of Presence
Lombard, M., & Ditton, T. B. (2006) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.1997.tb00072.x · Cited by 4,021
The PANAS-X: Manual for the Positive and Negative Affect Schedule - Expanded Form
Watson, D., & Clark, L. A. (1994) · doi:10.17077/48vt-m4t2 · Cited by 3,790
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332
Self-citation
Research works printed but not linked: 5
- Frederick C. M., 1995, International Journal of Sport Psychology, 26, 5
- James W., 1910, Psychology: The briefer course
- Malone T., 1987, Aptitude, learning and instruction: Vol. 3. Cognitive and affective process analyses, 223
- Rigby C. S., 2004, Paper presented to the Motivation Research Group, University of Rochester
- 10.1037/0003-066X.55.1.68 · DOI · Paper page
Cited by
Sorted by citations
Ferguson, C. J. (2015) · Perspectives on Psychological Science · doi:10.1177/1745691615592234 · Cited by 524
Internet addiction in adolescence: neurobiological, psychosocial and clinical issues
Cerniglia, L., Zoratto, F., Cimino, S., Laviola, G., Ammaniti, M., & Adriani, W. (2017) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2016.12.024 · Cited by 371
The Routledge Handbook of Media Use and Well-Being
Hartmann, T. (2016) · Routledge eBooks · doi:10.4324/9781315714752 · Cited by 339
Internet gaming disorder, motives, game genres and psychopathology
Laconi, S., Pirès, S., & Chabrol, H. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.06.012 · Cited by 301
Videogames for Emotion Regulation: A Systematic Review
Villani, D., Carissoli, C., Triberti, S., Marchetti, A., Gilli, G., & Riva, G. (2018) · Games for Health Journal · doi:10.1089/g4h.2017.0108 · Cited by 355
Gaming well: links between videogames and flourishing mental health
Jones, C. M., Scholes, L., Johnson, D. M., Katsikitis, M., & Carras, M. C. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00260 · Cited by 339
Problematic involvement in online games: A cluster analytic approach
Billieux, J., Thorens, G., Khazaal, Y., ZULLINO, D. F., Achab, S., & der Linden, M. V. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.10.055 · Cited by 280
Fostering Intrinsic Motivation through Avatar Identification in Digital Games
Birk, M. V., Atkins, C., Bowey, J. T., & Mandryk, R. L. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858062 · Cited by 301
Video games as meaningful entertainment experiences.
Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R. P., Sherrick, B., & Chung, M. (2015) · Psychology of Popular Media Culture · doi:10.1037/ppm0000066 · Cited by 266
Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors
Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014) · Journal of Personality and Social Psychology · doi:10.1037/a0034820 · Cited by 263
Self-citationJohnson, D. M., Gardner, M. J., & Perry, R. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.05.003 · Cited by 284
The evolution of Internet addiction: A global perspective
Griffiths, M. D., Kuss, D. J., Billieux, J., & Pontes, H. M. (2015) · Addictive Behaviors · doi:10.1016/j.addbeh.2015.11.001 · Cited by 242
Electronic Gaming and Psychosocial Adjustment
Przybylski, A. K. (2014) · PEDIATRICS · doi:10.1542/peds.2013-4021 · Cited by 203
Self-citationCultivating Engagement and Enjoyment in Exergames Using Feedback, Challenge, and Rewards
Lyons, E. (2014) · Games for Health Journal · doi:10.1089/g4h.2014.0072 · Cited by 173
Mandatory Fun: Consent, Gamification and the Impact of Games at WorkPreprint
Mollick, E., & Rothbard, N. P. (2013) · SSRN Electronic Journal · doi:10.2139/ssrn.2277103 · Cited by 186
Positive Effects of Digital Technology Use by Adolescents: A Scoping Review of the Literature
Haddock, A. D., Ward, N. L., Yu, R., & O’Dea, N. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph192114009 · Cited by 221
The datafication of talent: how technology is advancing the science of human potential at work
Chamorro‐Premuzic, T., Akhtar, R., Winsborough, D., & Sherman, R. A. (2017) · Current Opinion in Behavioral Sciences · doi:10.1016/j.cobeha.2017.04.007 · Cited by 156
The effects of smartphones on well-being: theoretical integration and research agenda
Kushlev, K., & Leitao, M. R. (2020) · Current Opinion in Psychology · doi:10.1016/j.copsyc.2020.05.001 · Cited by 129
Exploring persistence in gaming: The role of self-determination and social identity
Neys, J., Jansz, J., & Tan, E. S. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.04.047 · Cited by 152
Enjoying the possibility of defeat: Outcome uncertainty, suspense, and intrinsic motivation
Abuhamdeh, S., Csíkszentmihályi, M., & Jalal, B. (2014) · Motivation and Emotion · doi:10.1007/s11031-014-9425-2 · Cited by 130
Time spent playing video games is unlikely to impact well-being
Vuorre, M., Johannes, N., Magnusson, K., & Przybylski, A. K. (2022) · Royal Society Open Science · doi:10.1098/rsos.220411 · Cited by 121
Self-citationMotivations of playing digital games: A review and research agenda
Cheah, I., Shimul, A. S., & Phau, I. (2021) · Psychology and Marketing · doi:10.1002/mar.21631 · Cited by 129
Mellecker, R. R., Lyons, E., & Baranowski, T. (2013) · Games for Health Journal · doi:10.1089/g4h.2013.0022 · Cited by 114
The relationship between character identification and flow state within video games
Soutter, A. R. B., & Hitchens, M. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.11.012 · Cited by 127
Ellis, L. A., Lee, M. D., Ijaz, K., Smith, J. A., Braithwaite, J., & Yin, K. (2020) · Journal of Medical Internet Research · doi:10.2196/25117 · Cited by 109
Birk, M. V., & Mandryk, R. L. (2013) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2470654.2470752 · Cited by 116
Throuvala, M. A., Janikian, M., Griffiths, M. D., Rennoldson, M., & Kuss, D. J. (2019) · Journal of Behavioral Addictions · doi:10.1556/2006.8.2019.05 · Cited by 106
Prioritizing marketing research in virtual reality: development of an immersion/fantasy typology
Cowan, K. L., & Ketron, S. C. (2019) · European Journal of Marketing · doi:10.1108/ejm-10-2017-0733 · Cited by 102
A framework for climate change engagement through video games
Ouariachi, T., Olvera-Lobo, M., Gutiérrez-Pérez, J., & Maibach, E. (2018) · Environmental Education Research · doi:10.1080/13504622.2018.1545156 · Cited by 82
Nurmi, J., Knittle, K. P., Ginchev, T., Khattak, F., Helf, C., Zwickl, P., Castellano‐Tejedor, C., Lusilla, P., Costa‐Requena, J., Ravaja, N., et al. (2019) · JMIR mhealth and uhealth · doi:10.2196/12884 · Cited by 110
Rodriguez, D. M., Teesson, M., & Newton, N. C. (2014) · Drug and Alcohol Review · doi:10.1111/dar.12102 · Cited by 92
Avatar identification and problematic gaming: The role of self-concept clarity
Green, R., Delfabbro, P., & King, D. L. (2020) · Addictive Behaviors · doi:10.1016/j.addbeh.2020.106694 · Cited by 109
Mancini, T., & Sibilla, F. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.12.031 · Cited by 92
The Link Between Playing Video Games and Positive Youth Outcomes
Adachi, P. J. C., & Willoughby, T. (2017) · Child Development Perspectives · doi:10.1111/cdep.12232 · Cited by 98
Motivational components of tolerance in Internet gaming disorder
King, D. L., Herd, M. C. E., & Delfabbro, P. H. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2017.09.023 · Cited by 78
Takano, M., & Taka, F. (2022) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2022.100176 · Cited by 75
Superman vs. BAD Man? The Effects of Empathy and Game Character in Violent Video Games
Happ, C., Melzer, A., & Steffgen, G. (2013) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2012.0695 · Cited by 76
Contextual Autonomy Support in Video Game Play
Deterding, S. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858395 · Cited by 92
Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old
Whitbourne, S. K., Ellenberg, S., & Akimoto, K. (2013) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2012.0705 · Cited by 73
Formosa, J., Johnson, D. M., Türkay, S., & Mandryk, R. L. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107232 · Cited by 86
Alhur, A., Khlaif, Z. N., Hamamra, B. T., & Hussein, E. T. (2025) · JMIR Medical Education · doi:10.2196/74947 · Cited by 92
The effects of embodied persuasive games on player attitudes toward people using wheelchairs
Gerling, K., Mandryk, R. L., Birk, M. V., Miller, M. K., & Orji, R. (2014) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2556962 · Cited by 71
Šporčić, B., & Tkalić, R. G. (2018) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2018-1-4 · Cited by 71
Who we are and how we feel: Self-discrepancy theory and specific affective states
Barnett, M. D., Moore, J. M., & Harp, A. R. (2017) · Personality and Individual Differences · doi:10.1016/j.paid.2017.02.024 · Cited by 69
Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors
Kneer, J., Rieger, D., Ivory, J., & Ferguson, C. J. (2014) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-014-9489-y · Cited by 67
Boustani, K., Tally, A. C., Kim, Y. R., & Nippert-Eng, C. E. (2020) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3410404.3414259 · Cited by 66
A psychologically “embedded” approach to designing games for prosocial causes
Kaufman, G. F., & Flanagan, M. (2015) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2015-3-5 · Cited by 79
Petegem, S. V., de Ferrerre, E., Soenens, B., van Rooij, A. J., & LOOY, J. V. (2019) · Journal of Child and Family Studies · doi:10.1007/s10826-019-01368-x · Cited by 72
Zhong, W., Luo, J., & Lyu, Y. (2024) · PLoS ONE · doi:10.1371/journal.pone.0313314 · Cited by 70
Make-Believe in Gameful and Playful Design
Deterding, S. (2016) · Human-computer interaction series · doi:10.1007/978-3-319-29553-4_7 · Cited by 60
Rigby, C. S., & Ryan, R. M. (2016) · Research Bank (Australian Catholic University) · doi:10.4324/9781315714752.ch3 · Cited by 59
Self-citationPlaying Alone, Playing With Others
Vella, K., Johnson, D. M., & Hides, L. M. (2015) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2793107.2793118 · Cited by 58
I am you, you are me: game character congruence with the ideal self
Ko, D. W., & Park, J. (2020) · Internet Research · doi:10.1108/intr-05-2020-0294 · Cited by 58
Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms
Tyack, A., & Mekler, E. D. (2024) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3673230 · Cited by 57
Avatar- and self-related processes and problematic gaming: A systematic review
Green, R., Delfabbro, P., & King, D. L. (2020) · Addictive Behaviors · doi:10.1016/j.addbeh.2020.106461 · Cited by 54
Motivational strategies and approaches for single and multi-player exergames: a social perspective
Chan, G., Arya, A., Orji, R., & Zhao, Z. (2019) · PeerJ Computer Science · doi:10.7717/peerj-cs.230 · Cited by 57
Lyons, E., Baranowski, T., Basen‐Engquist, K., Lewis, Z. H., Swartz, M. C., Jennings, K., & Volpi, E. (2016) · BMC Cancer · doi:10.1186/s12885-016-2244-y · Cited by 55
Into the virtual worlds: conceptualizing the consumer‐avatar journey in virtual environments
Peng, Y., Cowan, K. L., & Ribeiro, J. L. (2024) · Psychology and Marketing · doi:10.1002/mar.22129 · Cited by 55
The Effects of Badges and Avatar Identification on Play and Making in Educational Games
Kao, D., & Harrell, D. F. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3174174 · Cited by 50
The Effect of Goal Specificity on Consumer Goal Reengagement
Scott, M. L., & Nowlis, S. M. (2013) · Journal of Consumer Research · doi:10.1086/670766 · Cited by 48
How Self-Esteem Shapes our Interactions with Play Technologies
Birk, M. V., Mandryk, R. L., Miller, M. K., & Gerling, K. (2015) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2793107.2793111 · Cited by 55
Deconstructing the touch experience
Watson, D. K., Hancock, M., Mandryk, R. L., & Birk, M. V. (2013) · ACM International Conference on Interactive Tabletops and Surfaces (ITS) · doi:10.1145/2512349.2512819 · Cited by 50
Klarkowski, M., Johnson, D. M., Wyeth, P. A., McEwan, M., Phillips, C. J., & Smith, S. S. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858563 · Cited by 48
Digital poison? Three studies examining the influence of violent video games on youth
Ferguson, C. J., Barr, H., Figueroa, G., Foley, K., Gallimore, A., LaQuea, R., Merritt, A., Miller, S., Nguyen-Pham, H., Spanogle, C., et al. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.04.021 · Cited by 59
Exploring social gambling: scoping, classification and evidence review
Parke, J., Wardle, H., Rigbye, J., & Parke, A. (2012) · Lincoln Repository (University of Lincoln) · Cited by 47
Harkin, L. J., & Kuss, D. (2021) · Psychology of Popular Media · doi:10.1037/ppm0000278 · Cited by 43
The Effects of Graphical Fidelity on Player Experience
Gerling, K., Birk, M. V., Mandryk, R. L., & Doucette, A. (2013) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/2523429.2523473 · Cited by 56
Hartanto, A., Lua, V. Y. Q., Quek, F. Y. X., Yong, J. C., & Ng, M. H. S. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100135 · Cited by 52
A conceptual affective design framework for the use of emotions in computer game design
de Byl, P. (2015) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2015-3-4 · Cited by 42
Crutzen, R., Riet, J. V. ‘., & Short, C. E. (2015) · Games for Health Journal · doi:10.1089/g4h.2015.0059 · Cited by 43
Exploring relatedness in single-player video game play
Tyack, A., & Wyeth, P. A. (2017) · Australian Conference on Computer-Human Interaction (OzCHI) · doi:10.1145/3152771.3156149 · Cited by 42
Soares, A. K. S., Goedert, M. C. F., & Vargas, A. F. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.802653 · Cited by 42
Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits
Birk, M. V., Toker, D., Mandryk, R. L., & Conati, C. (2015) · Lecture notes in computer science · doi:10.1007/978-3-319-20267-9_2 · Cited by 40
Consumer Adoption of Personal Health Record Systems: A Self-Determination Theory Perspective
Assadi, V., & Hassanein, K. (2017) · Journal of Medical Internet Research · doi:10.2196/jmir.7721 · Cited by 42
Ventouris, A., Panourgia, C., & Hodge, S. (2021) · International Journal of Educational Research Open · doi:10.1016/j.ijedro.2021.100081 · Cited by 76
Videogames and wellbeing: A comprehensive review
Johnson, D. M., Jones, C. M., Scholes, L., & Carras, M. C. (2013) · QUT ePrints (Queensland University of Technology) · Cited by 40
Jo, H., & Baek, E.-M. (2023) · BMC Psychology · doi:10.1186/s40359-023-01440-8 · Cited by 44
Stopfer, J. M., Braun, B., Müller, K. W., & Egloff, B. (2015) · Personality and Individual Differences · doi:10.1016/j.paid.2015.08.011 · Cited by 38
Johnson, D. M., Watling, C. N., Gardner, J., & Nacke, L. E. (2014) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2658537.2658694 · Cited by 35
Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach
Bocci, F., Ferrari, A., & Sarini, M. (2023) · Healthcare · doi:10.3390/healthcare11121767 · Cited by 40
Freedom and giving in game streams: A Foucauldian exploration of tips and donations on Twitch
Yoganathan, V., Osburg, V., & Stevens, C. J. (2021) · Psychology and Marketing · doi:10.1002/mar.21483 · Cited by 34
Kim, H., Park, J., & Lee, I. (2023) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2023.3320240 · Cited by 33
Adolescent brain and the natural allure of digital media
Giedd, J. N. (2020) · Dialogues in Clinical Neuroscience · doi:10.31887/dcns.2020.22.2/jgiedd · Cited by 35
Yee, A. Z. H., & Sng, J. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.800683 · Cited by 33
Digital Game Enjoyment: A Literature Review
Schaffer, O., & Fang, X. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-22602-2_16 · Cited by 37
Wang, W., & Hang, H. (2021) · Psychology and Marketing · doi:10.1002/mar.21503 · Cited by 32
Escaping through video games: Using your avatar to find meaning in life
Fraser, R., Slattery, J., & Yakovenko, I. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107756 · Cited by 43
Wearing, S. L., Porter, D., Wearing, J., & McDonald, M. (2021) · Leisure Studies · doi:10.1080/02614367.2021.1942525 · Cited by 33
Yee, A. Z. H., Yu, R., Lim, S. S., Lim, K. H., Dinh, T. T. A., Loh, L., Hadianto, A., & Quizon, M. (2022) · Behavior Research Methods · doi:10.3758/s13428-022-02006-z · Cited by 35
Poeller, S., Birk, M. V., Baumann, N., & Mandryk, R. L. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3173764 · Cited by 30
Youth science identity, science learning, and gaming experiences
Fraser, J., Shane‐Simpson, C., & Asbell‐Clarke, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.09.048 · Cited by 31
Play experiences for people with Alzheimer’s disease
Anderiesen, H., Scherder, E., Goossens, R., Visch, V., & Eggermont, L. H. P. (2015) · University of Groningen research database (University of Groningen / Centre for Information Technology) · Cited by 25
Imagining possible selves across time: Characteristics of self-images and episodic thoughts
Hamilton, J., & Cole, S. N. (2017) · Consciousness and Cognition · doi:10.1016/j.concog.2017.04.015 · Cited by 29
The psychological functions of avatars and alt(s): A qualitative study
Gilbert, R., Thadani, V., Handy, C., Andrews, H., Sguigna, T., Sasso, A., & Payne, S. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.11.007 · Cited by 24
Blumberg, F. C., Blades, M., & Oates, C. J. (2013) · Zeitschrift für Psychologie · doi:10.1027/2151-2604/a000133 · Cited by 24
Customizing Your Demons: Anxiety Reduction via Anthropomorphizing and Destroying an “Anxiety Avatar”
Pimentel, D., & Kalyanaraman, S. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.566682 · Cited by 24
Wang, C., Li, K.-G., Kim, M., Lee, S., & Seo, D. (2019) · Addictive Behaviours · doi:10.1016/j.addbeh.2018.10.037 · Cited by 23
Avatar Creation in Videogaming: Between Compensation and Constraint
Dengah, H. J. F., & Snodgrass, J. G. (2020) · Games for Health Journal · doi:10.1089/g4h.2019.0118 · Cited by 26
Affective interaction: Using emotions as a user interface in games
Sekhavat, Y. A., Sisi, M. J., & Roohi, S. (2020) · Multimedia Tools and Applications · doi:10.1007/s11042-020-10006-4 · Cited by 23
The impact of advertising self-presentation style on customer purchase intention
Zeng, F., Li, W., Wang, V. L., & Guo, C. (2019) · Asia Pacific Journal of Marketing and Logistics · doi:10.1108/apjml-03-2019-0150 · Cited by 23
Metadata
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review