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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.
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“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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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 ›
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