Literature DB >> 22173739

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

Andrew K Przybylski1, Netta Weinstein, Kou Murayama, Martin F Lynch, Richard M Ryan.   

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.

Entities:  

Mesh:

Year:  2011        PMID: 22173739     DOI: 10.1177/0956797611418676

Source DB:  PubMed          Journal:  Psychol Sci        ISSN: 0956-7976


  22 in total

1.  Stories in Games for Health: More Pros or Cons?

Authors:  Moderator Tom Baranowski; Amy Shirong Lu; Richard Buday; Elizabeth J Lyons; Jesse Schell; Carmen Russoniello
Journal:  Games Health J       Date:  2013-09-27

Review 2.  Cultivating Engagement and Enjoyment in Exergames Using Feedback, Challenge, and Rewards.

Authors:  Elizabeth J Lyons
Journal:  Games Health J       Date:  2014-10-20

Review 3.  Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review.

Authors:  Robin Mellecker; Elizabeth J Lyons; Tom Baranowski
Journal:  Games Health J       Date:  2013-06

4.  Mental Health and Social Connectedness During the COVID-19 Pandemic: An Analysis of Sports and E-Sports Players.

Authors:  Ana Karla Silva Soares; Maria Celina Ferreira Goedert; Adriano Ferreira Vargas
Journal:  Front Psychol       Date:  2022-05-25

5.  Testing the effects of narrative and play on physical activity among breast cancer survivors using mobile apps: study protocol for a randomized controlled trial.

Authors:  Elizabeth J Lyons; Tom Baranowski; Karen M Basen-Engquist; Zakkoyya H Lewis; Maria C Swartz; Kristofer Jennings; Elena Volpi
Journal:  BMC Cancer       Date:  2016-03-09       Impact factor: 4.430

6.  Consumer Adoption of Personal Health Record Systems: A Self-Determination Theory Perspective.

Authors:  Vahid Assadi; Khaled Hassanein
Journal:  J Med Internet Res       Date:  2017-07-27       Impact factor: 5.428

7.  Automatic ability attribution after failure: a dual process view of achievement attribution.

Authors:  Michiko Sakaki; Kou Murayama
Journal:  PLoS One       Date:  2013-05-07       Impact factor: 3.240

8.  [French validation of a scale evaluating Internet Gaming Disorder: the Internet Gaming Disorder-20].

Authors:  Cédric Plessis; Emin Altintas; Lucia Romo; Alain Guerrien
Journal:  Can J Psychiatry       Date:  2021-02-10       Impact factor: 5.321

9.  Gaming well: links between videogames and flourishing mental health.

Authors:  Christian M Jones; Laura Scholes; Daniel Johnson; Mary Katsikitis; Michelle C Carras
Journal:  Front Psychol       Date:  2014-03-31

10.  Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study.

Authors:  Miel A P Vugts; Margot C W Joosen; Alfonsus H M M van Bergen; Hubertus J M Vrijhoef
Journal:  JMIR Serious Games       Date:  2016-04-01       Impact factor: 4.143

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