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Psychological Science
http://pss.sagepub.com/content/23/1/69
The online version of this article can be found at:
DOI: 10.1177/0956797611418676
2012 23: 69 originally published online 14 December
2011Psychological Science
Andrew K. Przybylski, Netta Weinstein, Kou Murayama, Martin
F. Lynch and Richard M. Ryan
The Ideal Self at Play: The Appeal of Video Games That Let
You Be All You Can Be
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DOI: 10.1177/0956797611418676
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Every day, millions of people adopt novel identities and
explore interactive narratives in video-gaming environments.
However, little is known about the motivational appeal of
these experiences because most research on human interaction
with video games has focused on the potential of these games
to promote aggression or addiction (Barnett & Coulson, 2010;
Ferguson, 2010). In the research reported here, we diverged
from this theme to investigate the notion that video games are
intrinsically motivating in part because they provide a context
(albeit a virtual one) in which players can explore different
aspects of their selves and “try on” ideal characteristics.
Convergence and Discrepancy Between
Ideal and Actual Selves
The idea that individuals can discriminate between who they are
and who they would like to be predates the advent of video
games by more than half a century (James, 1910). Researchers
within empirical psychology have extensively studied these two
views of the self: the characteristics a person has (actual self )
and the characteristics a person wants to have (ideal self ).
Early
research in this area demonstrated that congruence between a
person’s ideal and actual self-concepts is positively linked to
psychological well-being, specifically, self-esteem (Rogers &
Dymond, 1954). Likewise, discrepancies between actual-self
characteristics and ideal-self characteristics have been linked
to feelings of dejection and disappointment (Higgins, 1989),
whereas reduced discrepancies between actual-self and ideal-
self characteristics have been associated with feelings of elation
and joy (Carver & Scheier, 1998).
More recently, researchers have examined the conditions
that facilitate the experience of ideal-self characteristics.
Research on close relationships has shown that romantic cou-
ples, parent-child dyads, and friends can help bring out each
other’s ideal self. According to self-determination theory
(Ryan & Deci, 2000), interpersonal contexts that support the
satisfaction of psychological needs, such as experiences
of autonomy and competence, can reduce the perceived dis-
crepancy between one’s actual and ideal characteristics and
thereby enhance subjective well-being. In turn, the conver-
gence of actual-self and ideal-self characteristics is associated
with relational commitment. In two studies, we investigated
whether the ability of games to foster such convergence was a
factor in players’ attachment to gaming environments.
Convergence of Ideal and In-Game
Self-Concepts
A number of theorists have identified virtual environments,
such as video-gaming contexts, as rich environments for the
Corresponding Author:
Andrew K. Przybylski, University of Essex, Wivenhoe Park,
Colchester,
United Kingdom CO4 3SQ
E-mail: [email protected]
The Ideal Self at Play: The Appeal of Video
Games That Let You Be All You Can Be
Andrew K. Przybylski1, Netta Weinstein1, Kou Murayama2,
Martin F. Lynch3, and Richard M. Ryan4
1Department of Psychology, University of Essex; 2Department
of Psychology, University of Munich; 3Warner
School of Education, University of Rochester; and 4Department
of Psychology, University of Rochester
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.
Keywords
motivation, self, video games, self-determination theory, Big
Five, virtual reality, motivation, personality
Received 2/3/11; Revision accepted 6/29/11
Research Article
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70 Przybylski et al.
development of the self. Turkle (1994) proposed that contexts
like the Internet and interactive games promote the creation
and adoption of new self-representations. Kirsch (2006)
extended this logic to argue that the popularity of violent video
and computer games among adolescent males could be
explained by the fact that such games provide players with
opportunities to try on masculine identities. Research by Bargh
and his colleagues has lent support to this line of thought
by suggesting that virtual environments can provide wide-rang-
ing forms of interaction through which alternative aspects of the
self can find expression (Bargh, McKenna, & Fitzsimons,
2002). Similarly, Olson (2010) highlighted the fact that games
provide children with opportunities to experiment with differ-
ent identities: Children can choose whether to play as males or
as females and can take on alternative social roles, including
leadership and teaching roles. Video games provide a gamut of
idealized attributes embodied by ready-made, idealized roles
(e.g., a protector of kingdoms in World of Warcraft, a caring
parent in The Sims, or a tough gangster in Grand Theft Auto)
in highly immersive narratives. The appeal of video games
may stem in part from the opportunities they provide to play-
ers: Video-game players can act in ways that are congruent
with idealized views of the self and can experience abilities
and satisfactions that are difficult to access in everyday life
(Rigby & Ryan, 2011).
The Present Research
In the present research, we tested the hypothesis that engage-
ment in video games can allow players to experience their
ideal-self characteristics. We focused on the relations among
three complementary constructs: ideal-self characteristics, or
how people would like to experience themselves; game-self
characteristics, or how individuals experience themselves
when playing video games; and actual-self characteristics, or
how people are in their everyday lives. We refer to congruence
between ideal-self characteristics and either of the other two
dimensions as convergence and to incongruity between ideal-
self characteristics and either of the other two dimensions as
discrepancy. In a laboratory-based, within-subjects study and
an observational, between-subjects study, we investigated
three hypotheses concerned with game-self–ideal-self conver-
gence: the overlap between a player’s ideal-self characteristics
and those that he or she experiences while playing video
games.
First, we hypothesized that game-self–ideal-self conver-
gence would be linked to high levels of intrinsic motivation,
the core motivation thought to underlie engagement in leisure
activities such as video games (Bartle, 2004; Frederick &
Ryan, 1995; Malone & Lepper, 1987). Humans are naturally
inclined to develop their potentials and to seek out opportuni-
ties to reduce discrepancies among their self-concepts (Deci &
Ryan, 1985; Higgins, 1989; Rogers & Dymond, 1954), as well
as to experience discomfort when such discrepancies are pres-
ent. We expected that players would find games inherently
enjoyable to the extent that the games fostered the conver-
gence of players’ ideal-self and game-self characteristics, and
that games that fostered such convergence would increase
positive affect and reduce negative affect following play.
Second, we hypothesized that individual differences in dis-
crepancies between ideal-self and actual-self characteristics in
everyday life would moderate the relation between game-self–
ideal-self convergence and intrinsic motivation. Research has
suggested that individuals who have widely discrepant ideal
and actual selves are prone to experience high levels of nega-
tive affect and low levels of well-being (Higgins, 1989; Lynch,
La Guardia, & Ryan, 2009). Video games may ease the dis-
comfort of such individuals by minimizing the discrepancies
in their views of themselves (Moskalenko & Heine, 2003). We
expected that game-self–ideal-self convergence would be
especially appealing to players who experienced wide discrep-
ancies between ideal-self and actual-self characteristics in
their everyday lives.
Finally, we hypothesized that immersion in video-gaming
contexts would influence the connection between game-self–
ideal-self convergence and intrinsic motivation. Research
indicates that immersion—the illusion of nonmediation
between the experience of video-game players and the virtual
environment—is an elemental aspect of game play (Lombard
& Ditton, 1997; Rigby, 2004) and magnifies the effects of
experiences in virtual contexts on behavior in the real world
(Weinstein, Przybylski, & Ryan, 2009). We expected that
greater immersion would make video games more intrinsically
motivating for players who experienced game-self–ideal-self
convergence.
Study 1
In Study 1, we used a within-subjects design to investigate
whether games allow players to experience themselves in
accord with ideal-self characteristics and whether such experi-
ences influence motivation to play video games and emotion.
We hypothesized that greater game-self–ideal-self conver-
gence would be linked to higher levels of motivation to play
video games, as well as to higher positive affect and lower
negative affect following play.
Method
Participants and procedure. One hundred forty-four under-
graduates (48 male, 96 female; mean age = 19.83 years, SD =
1.19) reported to a media laboratory to take part in Study 1.
The study utilized a within-subjects design in which partici-
pants responded to introductory questionnaires, played three
different video games, and completed questionnaires after
each game.
Target games. Three popular computer games were selected
for this experiment because they could be played using
simple controls yet provided diverse challenges embedded in
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The Ideal Self at Play 71
accessible narratives. In Bookworm, players must use their
lexical abilities; in Peggle, they must use their visual and spa-
tial skills; and in Bejeweled, they must match patterns. In a
pilot study, experienced computer-game players (N = 205)
rated the level of imagination, self-confidence, and open-
mindedness they experienced while playing a selection of
computer games; the three games used in Study 1 received
above-average ratings on these three factors, and participants
in the pilot study indicated that these games enabled players to
explore their talents and personal choices. The order in which
the games were played was randomized, and each game was
played for 10 min.
Measures. Ideal-self characteristics were assessed at the start
of the study with items embedded in a demographic question-
naire. After playing each game, participants responded to mea-
sures of game-self characteristics, motivation to play video
games, and affect.
Ideal-self characteristics and game-self characteristics were
assessed with the Ten-Item Personality Inventory (Muck, Hell,
& Gosling, 2007), in which participants indicate the degree to
which each of 10 pairs of adjectives representing Big Five per-
sonality dimensions applies to their personality. At the start of
the study, participants completed the inventory after receiving
the following instructions: “Think of the attributes or charac-
teristics you would ideally like to have—the type of person
you wish, desire, or hope to be. . . .” Later in the study, game-
self characteristics were assessed three times, once after each
game had been played. At these times, participants completed
the inventory after being instructed to “reflect on the charac-
teristics you had when playing [game name]—when you were
playing [game name], you saw yourself as someone who
was . . . .” Items for neuroticism were reverse-scored. Each
participant’s average scores for neuroticism, extraversion,
conscientiousness, openness to experience, and agreeableness
were calculated (α = .78; M = 3.28, SD = 0.53).
Motivation to play video games was measured with
four items adapted from the Intrinsic Motivation Inventory
(McAuley, Duncan, & Tammen, 1989; Ryan, 1982), which has
been used in previous research on video games (Przybylski,
Ryan, & Rigby, 2009; Ryan, Rigby, & Przybylski, 2006).
Example items are “I thought [game name] was boring”
(reverse-scored) and “I enjoyed playing [game name] very
much.” The response scale ranged from 1 (not at all) to 5 (quite
a bit). Scores for the four items were averaged to create a com-
posite score for each player (α = .88; M = 3.32, SD = 1.13).
Positive and negative postplay affect were assessed with
the Positive and Negative Affect Schedule–Expanded Form
(PANAS-X; Watson & Clark, 1994). After playing each game,
participants were instructed to consider their experiences and
to rate the extent to which each of 20 adjectives reflected how
they felt after play, using scales from 1 (not at all) to 5
(extremely). Ten adjectives indicated positive affect (e.g.,
“excited”), and 10 adjectives indicated negative affect (e.g.,
“upset”). The Positive Affect (α = .93; M = 2.54, SD = 0.87)
and Negative Affect (α = .92; M = 1.32, SD = 0.46) subscales
demonstrated good reliability, and an average score for each
subscale was calculated for each participant.
Game-self–ideal-self convergence was computed sepa-
rately for each game. Correlations between game-self and
ideal-self characteristics were computed using items as the
unit of analysis. We reverse-scored socially undesirable per-
sonality items (viz. neuroticism) before calculating the corre-
lations. This procedure produced three coefficients (ranging
from −1 to +1) for each participant; these coefficients repre-
sented the extent to which ideal-self characteristics were expe-
rienced in the context of each game.
Results
Analytic strategy. Because of the nested nature of the data,
we used hierarchical linear modeling (Bryk & Raudenbush,
1992) in our analysis. We tested full models that included pre-
dictor variables selected by theoretical considerations. We
used a two-level model to examine game-self–ideal-self con-
vergence at the within-subjects level, with the mean levels of
game-self characteristics entered as control variables (Level
1). At the between-subjects level, we controlled for gender and
age (Level 2). The general Level 1 equation was as follows:
Y = P
0
+ B
1
(convergence) + B
2
(mean) + E,
where Y is the outcome variable, P
0
is the intercept value of the
outcome, B
1
is the slope for concordance, B
2
is the slope for
mean-level characteristics, and E represents Level 1 error. At
Level 2, we controlled for gender and age with the following
equation:
P
0
= B
0
+ B
01
(AGE) + B
02
(MALE) + R
0
where B
00
is the average within-subjects intercept, B
01
and
B
02
refer to the control variables, and R
0
is error at Level 2.
Level 1 variables were standardized before analysis and cen-
tered on individual means. Level 2 variables were centered at
the sample mean. The upper portion of Table 1 presents zero-
order bivariate correlations between the variables of interest.
It is important to note that our hypotheses focused on the
covariation between ideal-self and game-self characteristics,
not on the positivity in these self-concepts. This distinction is
critical because variance linked to personality characteristics
can confound results if such characteristics vary in their social
desirability (Baird, Le, & Lucas, 2006; Lynch et al., 2009).
With this fact in mind, we held such variation constant in our
evaluation of the models.
Intrinsic motivation. We hypothesized that participants
would be drawn to games that allowed them to experience
their ideal-self characteristics. Multilevel analyses predicting
intrinsic motivation indicated that players were more intrinsi-
cally motivated by games that promoted greater concordance
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72 Przybylski et al.
between ideal-self and game-self characteristics, b = 0.37,
t(415) = 8.03, p < .001, d = 0.79. To ensure that this relation
resulted from the covariation between ideal-self and game-self
characteristics and not from the level of the characteristics, we
entered mean level of game-self characteristics as a control
variable in another model. Results from this model also
showed that participants found play more inherently motivat-
ing insofar as it brought them closer to their ideal-self charac-
teristics, b = 0.30, t(414) = 5.95, p < .001, d = 0.58.
Postplay affect. We hypothesized that participants would
experience higher levels of positive affect and lower levels of
negative affect after playing games that put players more in
touch with their ideal-self characteristics. Two models that
tested direct relations between positive affect and conver-
gence, b = 0.29, t(415) = 6.65, p < .001, d = 0.65, and between
negative affect and convergence, b = −0.10, t(415) = −2.97,
p < .05, d = 0.20, showed that convergence accounted for sig-
nificant between-game variation in affect. Follow-up models
in which the mean level of game-self characteristics was held
constant demonstrated that convergence was a significant pre-
dictor of both positive postplay affect, b = 0.15, t(414) = 3.46,
p < .001, d = 0.34, and negative postplay affect, b = −0.08,
t(414) = −1.97, p < .05, d = 0.19.
Study 2
In Study 2, we extended our investigation by studying a sam-
ple of self-selecting video-game players. Using a between-
subjects design, we aimed to reevaluate the relations between
game-self–ideal-self convergence and motivation and between
game-self–ideal-self convergence and postplay affect, as well
as to evaluate two additional hypotheses. We hypothesized
that players who experienced a wider gap between their actual-
self characteristics and their ideal-self characteristics would
find game-self–ideal-self convergence more motivating. Simi-
larly, we hypothesized that immersive experiences of video-
game play would magnify the link between game-self–ideal-self
convergence in play and intrinsic motivation.
Method
Participants and procedure. For this study, 979 computer- and
video-game players (829 males, 150 females; age range = 18–48
years, M = 23.18 years, SD = 4.84) were recruited from a
popular
online community that focuses on gaming and Internet culture.
To
participate, individuals had to have reported playing a video
game
for at least 1 month prior to the study. The study consisted of a
single administration of a set of questionnaires. We used cookie
and IP filtering to prevent duplicate participation and included
only questionnaires that were filled out completely in our
analysis.
Target games. The majority of games participants reported
playing were socially oriented, and they provided a diverse
array of narratives and ready-made roles. The most popular
games were team-based competition games (24%), such as
Team Fortress 2, and online role-playing games (19%), such
as World of Warcraft. Action and adventure games (14%),
such as Legend of Zelda; strategy games (12%), such as Star-
Craft 2; and off-line role-playing games (12%), such as Final
Fantasy, were also popular. The remaining selections (19%)
belonged to an assortment of genres and included The Sims
and Guitar Hero.
Measures. Participants were asked to reflect on their experi-
ence of themselves during their past 4 weeks of play before
completing measures of motivation to play the video game they
had reported playing (α = .83; M = 4.43, SD = 0.64), positive
postplay affect (α = .91; M = 2.94, SD = 0.91), and negative
postplay affect (α = .87; M = 1.31, SD = 0.53). As in Study 1,
we
used four items adapted from the Intrinsic Motivation Inventory
to assess motivation to play video games and the Positive and
Negative Affect subscales of the PANAS-X (Watson & Clark,
1994) to assess positive and negative postplay affect.
Ideal-self, actual-self, and game-self characteristics were
assessed with three repetitions of a 30-item personality inven-
tory (Sheldon, Ryan, Rawsthorne, & Ilardi, 1997). The instruc-
tions for completing the inventory with regard to ideal-self and
game-self characteristics were the same as in Study 1. To
assess actual-self characteristics, we instructed participants to
complete the inventory while reflecting on “the characteristics
you see yourself having generally—the type of person you
are.” We reverse-coded socially undesirable items and then
averaged scores across items to create ideal-self, game-self,
and actual-self scores.
Immersion was assessed with the nine-item Presence sub-
scale of the Player Experience of Need Satisfaction Scale
Table 1. Correlations Between Variables of Interest in Studies 1
and 2
Variable 1 2 3 4
1. Game-self–ideal-self convergence — .37*** .35*** −.17***
2. Intrinsic motivation .19*** — .42*** −.06
3. Positive postplay affect .19*** −.37*** — −.13**
4. Negative postplay affect −.17*** −.21*** −.23* —
Note: Coefficients above the diagonal are for Study 1;
coefficients below the diagonal are for Study 2.
*p < .05. **p < .01. ***p < .001.
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The Ideal Self at Play 73
(Przybylski et al., 2009; Ryan et al., 2006; Weinstein et al.,
2009). Responses to items on this scale (e.g., “When moving
through [game name], I feel as if I am actually there”) were
made using scales from 1 (not at all) to 5 (quite a bit) and were
averaged to create an immersion score for each player (α =
.76; M = 3.06, SD = 0.99).
Using the method outlined in Study 1, we computed two
convergence scores for each participant to quantify his or her
game-self–ideal-self convergence and actual-self–ideal-self
convergence (the covariation between ideal-self and actual-
self characteristics).
Results
Data analysis. Primary analyses were conducted using ordi-
nary least squares regression analyses. Zero-order bivariate
correlation coefficients between variables of interest are pre-
sented in the lower portion of Table 1.
Intrinsic motivation. To test the hypothesis that players
would be intrinsically motivated to play games that allowed
them to experience aspects of their ideal selves, we regressed
intrinsic motivation on game-self–ideal-self convergence;
results showed that game-self–ideal-self convergence indeed
predicted intrinsic motivation, β = 0.19, t(977) = 5.96, p <
.001, d = 0.38. To ensure that this link was not an artifact of
positivity in game-self characteristics, we tested a follow-up
model that controlled for mean levels of positive game-self
characteristics; this analysis also indicated that game-self–
ideal-self convergence was a significant predictor of intrinsic
motivation, β = 0.11, t(975) = 2.73, p < .01, d = 0.18. These
results supported our hypothesis that players would evidence
greater intrinsic motivation for games that brought them closer
to their ideal-self characteristics.
Postplay affect. Our second prediction concerned the effects
of game-self–ideal-self convergence on the emotions of play-
ers. Preliminary models indicated that game-self–ideal-self
convergence was a significant predictor of both positive affect,
β = 0.21, t(977) = 6.64, p < .001, d = 0.43, and negative affect,
β = −0.22, t(977) = −7.01, p < .001, d = 0.45. Follow-up mod-
els controlling for mean levels of ideal and in-game character-
istics showed that a high level of game-self–ideal-self
convergence was linked to reduced negative postplay affect,
β = −0.18, t(975) = −4.47, p < .001, d = 0.28, but was not
linked to changes in positive affect, β = 0.02, t(975) = 0.56,
p > .50, d = 0.03.
Moderation by discrepancy. To test the hypothesis that
game-self–ideal-self convergence would be most motivating
for players who experienced little overlap between their
actual-self and ideal-self characteristics, we tested for modera-
tion using a hierarchical regression model. In Step 1, we
entered the mean level scores for ideal-self, actual-self, and
game-self characteristics. In Step 2, we entered convergence
between ideal-self and actual-self scores and convergence
between ideal-self and game-self scores. In Step 3, we entered
the product of the two convergence scores from Step 2. This
analysis revealed a significant moderation effect, t(973) =
−3.45, p < .001, d = 0.22 (see Fig. 1). Simple-slopes analyses
showed a positive effect of game-self–ideal-self convergence
on motivation to play video games among participants with
low convergence between actual-self and ideal-self character-
istics (1 SD below the mean), b = 0.25, t(973) = 2.21, p < .05,
d = 0.14, but we found no such effect among participants who
had high convergence between actual-self and ideal-self char-
acteristics (1 SD above the mean), b = 0.17, t(973) = 1.30, p >
.10. These results indicate that players who experienced a
wide discrepancy between their ideal self and actual self in
their day-to-day lives were the players most motivated by
games that provided them with opportunities to embody their
ideal characteristics.
Moderation by immersion. To test our prediction that
immersion in games would amplify the connection between
game-self–ideal-self convergence and intrinsic motivation,
we evaluated an interaction model. Results indicated that
immersion moderated the link between game-self–ideal-self
convergence and intrinsic motivation, t(973) = −3.55, p <
.001 (see Fig. 2). Simple-slopes analyses indicated that games
that promoted game-self–ideal-self convergence were most
intrinsically motivating for players who were highly immersed
(1 SD above the mean), b = 1.18, t(973) = 4.58, p < .001, d =
0.29, and that low immersion (1 SD below the mean) in such
games detracted from motivation, b = −0.58, t(973) = −3.31,
p < .001, d = 0.04.
4.10
4.20
4.30
4.40
4.50
4.60
4.70
4.80
Low (−1 SD) High (+1 SD)
In
tr
in
si
c
M
ot
iv
at
io
n
Game-Self–Ideal-Self Convergence (centered)
High Actual-Self–Ideal-Self
Convergence (+1 SD)
Low Actual-Self–Ideal-Self
Convergence (–1 SD)
Fig. 1. Predicted motivation to play video games as a function
of game-self–
ideal-self convergence and actual-self–ideal-self convergence.
For both types
of convergence, the “high” level is 1 standard deviation above
the mean, and
the “low” level is 1 standard deviation below the mean.
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74 Przybylski et al.
Supplementary analyses. To test the robustness of our
general model of the effect of convergence between self-
characteristics on emotion and motivation to play video games,
we reanalyzed the data from both studies in terms of discrep-
ancies between characteristics by computing the inverse of
the root mean square of the difference (i.e., the euclidean dis-
tance) between actual-self and ideal-self scores and between
game-self and ideal-self scores. This method augments our
correlation-based approach because such indices account for
the absolute differences between the ratings of different kinds
of self-characteristics.
Results derived from this discrepancy-based method indi-
cated that game-self–ideal-self discrepancy was negatively
related to intrinsic motivation, b = −0.29, t(415) = −6.08, p <
.001, d = −0.60 (Study 1), and β = −0.15, t(977) = −4.42, p <
.001, d = −0.28 (Study 2). Greater game-self–ideal-self discrep-
ancy was also related to lower levels of positive postplay affect,
b = −0.37, t(415) = −7.96, p < .001, d = −0.78 (Study 1), and
β = −0.25, t(977) = −7.60, p < .001, d = −0.49 (Study 2), and to
higher levels of negative postplay affect, β = 0.21, t(977) =
6.23,
p < .001, d = 0.40 (Study 2). (The relation between game-self–
ideal-self characteristics and negative postplay affect was non-
significant in Study 1.) Further, analyses from Study 2 indicated
that discrepancies between ideal-self and actual-self character-
istics, t(973) = −5.81, p < .001, d = −0.37, and immersion,
t(973) = −3.48, p < .001, served as moderators linking game-
self–ideal-self discrepancy to intrinsic motivation. Simple-
slopes analyses showed that players with a high degree of
discrepancy between their ideal-self and actual-self characteris-
tics (1 SD above the mean) found games most motivating if dis-
crepancies between their ideal-self and game-self characteristics
were small, b = −0.36, t(856) = −6.59, p < .001, d = −0.45.
Similarly, the motivation of players with low immersion (1 SD
below the mean) decreased when game-self–ideal-self discrep-
ancy was wide, b = 0.26, t(872) = −5.03, p < .001, d = −0.34.
Taken together, our findings from this discrepancy-based
approach constitute additional evidence for our model.
Discussion
Video games are an increasingly popular medium for enter-
tainment (McGonigal, 2011), yet the features that make these
games so alluring have been understudied. In the research
reported here, we investigated how the potential of video
games to put players in touch with ideal aspects of themselves
is associated with the games’ motivational appeal and emo-
tional impact.
Findings at both within-subjects and between-subjects
levels of analysis indicated that the experience of ideal-self
characteristics during play was associated with increased
motivation to play video games and accounted for variability
in postgame emotion. These results were obtained using two
different methods for quantifying covariation between self-
characteristics: a convergence approach (correlations that use
individual characteristics as the unit of analysis) and a discrep-
ancy approach (inverse of the root mean square of the differ-
ences between self-characteristics). Using both laboratory and
observational designs, we found evidence that convergence
between people’s experience of themselves during play and
their concept of their ideal selves was related to enjoyment of
play and positive shifts in affect. Note that these relations held
even when the mean levels in these self-concepts were held
constant.
Further, in Study 2, we found evidence for two moderators
linking game-self–ideal-self convergence to intrinsic motiva-
tion. Results indicated that the games most intrinsically moti-
vating to players who felt a wide distance between who they
were and who they would like to be were games that fostered
game-self–ideal-self convergence. This finding extends previ-
ous research suggesting that the use of media can be motivated
by the desire to avoid awareness of discrepant self-concepts
(Henning & Vorderer, 2001; Moskalenko & Heine, 2003).
The similar pattern of moderation that we found for immer-
sion is also noteworthy. This finding lends support to a posi-
tion held by many interactive-media researchers: that
immersion in virtual environments is a key to identification
(Gee, 2003), self-exploration (Frasca, 2003; Klimmt, Hefner,
& Vorderer, 2009), and goal adoption (Weinstein et al., 2009).
Future research can extend our work by examining the mecha-
nisms and features through which games provide opportuni-
ties for immersion and for the expression of ideal-self
characteristics.
Humans spend a great deal of time, energy, and money in
video-gaming contexts, yet little empirical research has investi-
gated the fundamental factors that motivate engagement in this
leisure activity. Our findings indicate that virtual environments,
like close relationships (e.g., Drigotas, Rusbult, Wieselquist, &
3.20
3.40
3.60
3.80
4.00
4.20
4.40
4.60
4.80
5.00
In
tr
in
si
c
M
ot
iv
at
io
n
Game-Self–Ideal-Self Convergence (centered)
High Immersion in Play (+1 SD)
Low Immersion in Play (–1 SD)
Low (–1 SD) High (+1 SD)
Fig. 2. Predicted motivation to play video games as a function
of game-self–
ideal-self convergence and immersion. For both game-self–
ideal-self conver-
gence and immersion, the “high” level is 1 standard deviation
above the mean,
and the “low” level is 1 standard deviation below the mean.
at UNIV LIBRARY AT IUPUI on August 20,
2014pss.sagepub.comDownloaded from
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The Ideal Self at Play 75
Whitton, 1999; Lynch et al., 2009), may be motivating to the
degree that they allow individuals to experience ideal aspects of
themselves. The results of our work make clear that humans are
drawn to video and computer games at least in part because
such games provide players with access to ideal aspects of
themselves; such access, in turn, can have short-term effects on
emotion. Whether and to what degree such enactments are com-
pensatory or constructive, and what lasting effects they might
have, remains to be studied.
Declaration of Conflicting Interests
The authors declared that they had no conflicts of interest with
respect to their authorship or the publication of this article.
References
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76 Przybylski et al.
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at UNIV LIBRARY AT IUPUI on August 20,
2014pss.sagepub.comDownloaded from
http://pss.sagepub.com/
Homework #12
Due date: Dec 3 Name:
___________________________
1) According to Przbylski, what are some of the characteristics
of video games that make them so appealing?
2) According to Purcell, what were some of the negative
stereotypes associated with the game of alea and those who
played it?
3) What are some of the modern stereotypes of “gamers”? Do
you feel they are accurate?
Homework #12
Due date: Dec 3 Name:
___________________________
1) According to Przbylski, what are some of the characteristics
of video games that make them so appealing?
2) According to Purcell, what were some of the negative
stereotypes associated with the game of alea and those who
played it?
3) What are some of the modern stereotypes of “gamers”? Do
you feel they are accurate?
Homework #4
Due date: Sep 17 Name:
___________________________
1) How does linear time differ from cyclical time? Give an
example of each.
2) Give an example of how religious beliefs can be encoded
into calendars.
3) Give an example of how a person’s lived experience of time
can be different based on his or her culture, sub-culture, race,
religion, sex/gender or age.
Homework #3
Due Date: Sep 17 Name:
___________________________
1) What is one of the ways in which maps can be said to
“encode worldviews”?
2) Give an example of male-gendered space and female-
gendered space.
3) What types of places could be considered “invisible spaces”
according to Delaney?
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httppss.sagepub.comPsychological Science httppss.docx

  • 1. http://pss.sagepub.com/ Psychological Science http://pss.sagepub.com/content/23/1/69 The online version of this article can be found at: DOI: 10.1177/0956797611418676 2012 23: 69 originally published online 14 December 2011Psychological Science Andrew K. Przybylski, Netta Weinstein, Kou Murayama, Martin F. Lynch and Richard M. Ryan The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be Published by: http://www.sagepublications.com On behalf of: Association for Psychological Science can be found at:Psychological ScienceAdditional services and information for
  • 2. http://pss.sagepub.com/cgi/alertsEmail Alerts: http://pss.sagepub.com/subscriptionsSubscriptions: http://www.sagepub.com/journalsReprints.navReprints: http://www.sagepub.com/journalsPermissions.navPermissions: What is This? - Dec 14, 2011OnlineFirst Version of Record - Jan 9, 2012Version of Record >> at UNIV LIBRARY AT IUPUI on August 20, 2014pss.sagepub.comDownloaded from at UNIV LIBRARY AT IUPUI on August 20, 2014pss.sagepub.comDownloaded from http://pss.sagepub.com/ http://pss.sagepub.com/content/23/1/69 http://www.sagepublications.com http://www.psychologicalscience.org/ http://pss.sagepub.com/cgi/alerts http://pss.sagepub.com/subscriptions http://www.sagepub.com/journalsReprints.nav http://www.sagepub.com/journalsPermissions.nav http://pss.sagepub.com/content/23/1/69.full.pdf
  • 3. http://pss.sagepub.com/content/early/2011/12/14/095679761141 8676.full.pdf http://online.sagepub.com/site/sphelp/vorhelp.xhtml http://pss.sagepub.com/ http://pss.sagepub.com/ Psychological Science 23(1) 69 –76 © The Author(s) 2012 Reprints and permission: sagepub.com/journalsPermissions.nav DOI: 10.1177/0956797611418676 http://pss.sagepub.com Every day, millions of people adopt novel identities and explore interactive narratives in video-gaming environments. However, little is known about the motivational appeal of these experiences because most research on human interaction with video games has focused on the potential of these games to promote aggression or addiction (Barnett & Coulson, 2010; Ferguson, 2010). In the research reported here, we diverged from this theme to investigate the notion that video games are intrinsically motivating in part because they provide a context (albeit a virtual one) in which players can explore different aspects of their selves and “try on” ideal characteristics. Convergence and Discrepancy Between Ideal and Actual Selves The idea that individuals can discriminate between who they are and who they would like to be predates the advent of video games by more than half a century (James, 1910). Researchers within empirical psychology have extensively studied these two views of the self: the characteristics a person has (actual self ) and the characteristics a person wants to have (ideal self ). Early
  • 4. research in this area demonstrated that congruence between a person’s ideal and actual self-concepts is positively linked to psychological well-being, specifically, self-esteem (Rogers & Dymond, 1954). Likewise, discrepancies between actual-self characteristics and ideal-self characteristics have been linked to feelings of dejection and disappointment (Higgins, 1989), whereas reduced discrepancies between actual-self and ideal- self characteristics have been associated with feelings of elation and joy (Carver & Scheier, 1998). More recently, researchers have examined the conditions that facilitate the experience of ideal-self characteristics. Research on close relationships has shown that romantic cou- ples, parent-child dyads, and friends can help bring out each other’s ideal self. According to self-determination theory (Ryan & Deci, 2000), interpersonal contexts that support the satisfaction of psychological needs, such as experiences of autonomy and competence, can reduce the perceived dis- crepancy between one’s actual and ideal characteristics and thereby enhance subjective well-being. In turn, the conver- gence of actual-self and ideal-self characteristics is associated with relational commitment. In two studies, we investigated whether the ability of games to foster such convergence was a factor in players’ attachment to gaming environments. Convergence of Ideal and In-Game Self-Concepts A number of theorists have identified virtual environments, such as video-gaming contexts, as rich environments for the Corresponding Author: Andrew K. Przybylski, University of Essex, Wivenhoe Park, Colchester, United Kingdom CO4 3SQ E-mail: [email protected]
  • 5. The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be Andrew K. Przybylski1, Netta Weinstein1, Kou Murayama2, Martin F. Lynch3, and Richard M. Ryan4 1Department of Psychology, University of Essex; 2Department of Psychology, University of Munich; 3Warner School of Education, University of Rochester; and 4Department of Psychology, University of Rochester 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. Keywords motivation, self, video games, self-determination theory, Big Five, virtual reality, motivation, personality Received 2/3/11; Revision accepted 6/29/11
  • 6. Research Article at UNIV LIBRARY AT IUPUI on August 20, 2014pss.sagepub.comDownloaded from http://pss.sagepub.com/ 70 Przybylski et al. development of the self. Turkle (1994) proposed that contexts like the Internet and interactive games promote the creation and adoption of new self-representations. Kirsch (2006) extended this logic to argue that the popularity of violent video and computer games among adolescent males could be explained by the fact that such games provide players with opportunities to try on masculine identities. Research by Bargh and his colleagues has lent support to this line of thought by suggesting that virtual environments can provide wide-rang- ing forms of interaction through which alternative aspects of the self can find expression (Bargh, McKenna, & Fitzsimons, 2002). Similarly, Olson (2010) highlighted the fact that games provide children with opportunities to experiment with differ- ent identities: Children can choose whether to play as males or as females and can take on alternative social roles, including leadership and teaching roles. Video games provide a gamut of idealized attributes embodied by ready-made, idealized roles (e.g., a protector of kingdoms in World of Warcraft, a caring parent in The Sims, or a tough gangster in Grand Theft Auto) in highly immersive narratives. The appeal of video games may stem in part from the opportunities they provide to play- ers: Video-game players can act in ways that are congruent with idealized views of the self and can experience abilities and satisfactions that are difficult to access in everyday life (Rigby & Ryan, 2011).
  • 7. The Present Research In the present research, we tested the hypothesis that engage- ment in video games can allow players to experience their ideal-self characteristics. We focused on the relations among three complementary constructs: ideal-self characteristics, or how people would like to experience themselves; game-self characteristics, or how individuals experience themselves when playing video games; and actual-self characteristics, or how people are in their everyday lives. We refer to congruence between ideal-self characteristics and either of the other two dimensions as convergence and to incongruity between ideal- self characteristics and either of the other two dimensions as discrepancy. In a laboratory-based, within-subjects study and an observational, between-subjects study, we investigated three hypotheses concerned with game-self–ideal-self conver- gence: the overlap between a player’s ideal-self characteristics and those that he or she experiences while playing video games. First, we hypothesized that game-self–ideal-self conver- gence would be linked to high levels of intrinsic motivation, the core motivation thought to underlie engagement in leisure activities such as video games (Bartle, 2004; Frederick & Ryan, 1995; Malone & Lepper, 1987). Humans are naturally inclined to develop their potentials and to seek out opportuni- ties to reduce discrepancies among their self-concepts (Deci & Ryan, 1985; Higgins, 1989; Rogers & Dymond, 1954), as well as to experience discomfort when such discrepancies are pres- ent. We expected that players would find games inherently enjoyable to the extent that the games fostered the conver- gence of players’ ideal-self and game-self characteristics, and that games that fostered such convergence would increase positive affect and reduce negative affect following play. Second, we hypothesized that individual differences in dis-
  • 8. crepancies between ideal-self and actual-self characteristics in everyday life would moderate the relation between game-self– ideal-self convergence and intrinsic motivation. Research has suggested that individuals who have widely discrepant ideal and actual selves are prone to experience high levels of nega- tive affect and low levels of well-being (Higgins, 1989; Lynch, La Guardia, & Ryan, 2009). Video games may ease the dis- comfort of such individuals by minimizing the discrepancies in their views of themselves (Moskalenko & Heine, 2003). We expected that game-self–ideal-self convergence would be especially appealing to players who experienced wide discrep- ancies between ideal-self and actual-self characteristics in their everyday lives. Finally, we hypothesized that immersion in video-gaming contexts would influence the connection between game-self– ideal-self convergence and intrinsic motivation. Research indicates that immersion—the illusion of nonmediation between the experience of video-game players and the virtual environment—is an elemental aspect of game play (Lombard & Ditton, 1997; Rigby, 2004) and magnifies the effects of experiences in virtual contexts on behavior in the real world (Weinstein, Przybylski, & Ryan, 2009). We expected that greater immersion would make video games more intrinsically motivating for players who experienced game-self–ideal-self convergence. Study 1 In Study 1, we used a within-subjects design to investigate whether games allow players to experience themselves in accord with ideal-self characteristics and whether such experi- ences influence motivation to play video games and emotion. We hypothesized that greater game-self–ideal-self conver- gence would be linked to higher levels of motivation to play video games, as well as to higher positive affect and lower negative affect following play.
  • 9. Method Participants and procedure. One hundred forty-four under- graduates (48 male, 96 female; mean age = 19.83 years, SD = 1.19) reported to a media laboratory to take part in Study 1. The study utilized a within-subjects design in which partici- pants responded to introductory questionnaires, played three different video games, and completed questionnaires after each game. Target games. Three popular computer games were selected for this experiment because they could be played using simple controls yet provided diverse challenges embedded in at UNIV LIBRARY AT IUPUI on August 20, 2014pss.sagepub.comDownloaded from http://pss.sagepub.com/ The Ideal Self at Play 71 accessible narratives. In Bookworm, players must use their lexical abilities; in Peggle, they must use their visual and spa- tial skills; and in Bejeweled, they must match patterns. In a pilot study, experienced computer-game players (N = 205) rated the level of imagination, self-confidence, and open- mindedness they experienced while playing a selection of computer games; the three games used in Study 1 received above-average ratings on these three factors, and participants in the pilot study indicated that these games enabled players to explore their talents and personal choices. The order in which the games were played was randomized, and each game was played for 10 min. Measures. Ideal-self characteristics were assessed at the start
  • 10. of the study with items embedded in a demographic question- naire. After playing each game, participants responded to mea- sures of game-self characteristics, motivation to play video games, and affect. Ideal-self characteristics and game-self characteristics were assessed with the Ten-Item Personality Inventory (Muck, Hell, & Gosling, 2007), in which participants indicate the degree to which each of 10 pairs of adjectives representing Big Five per- sonality dimensions applies to their personality. At the start of the study, participants completed the inventory after receiving the following instructions: “Think of the attributes or charac- teristics you would ideally like to have—the type of person you wish, desire, or hope to be. . . .” Later in the study, game- self characteristics were assessed three times, once after each game had been played. At these times, participants completed the inventory after being instructed to “reflect on the charac- teristics you had when playing [game name]—when you were playing [game name], you saw yourself as someone who was . . . .” Items for neuroticism were reverse-scored. Each participant’s average scores for neuroticism, extraversion, conscientiousness, openness to experience, and agreeableness were calculated (α = .78; M = 3.28, SD = 0.53). Motivation to play video games was measured with four items adapted from the Intrinsic Motivation Inventory (McAuley, Duncan, & Tammen, 1989; Ryan, 1982), which has been used in previous research on video games (Przybylski, Ryan, & Rigby, 2009; Ryan, Rigby, & Przybylski, 2006). Example items are “I thought [game name] was boring” (reverse-scored) and “I enjoyed playing [game name] very much.” The response scale ranged from 1 (not at all) to 5 (quite a bit). Scores for the four items were averaged to create a com- posite score for each player (α = .88; M = 3.32, SD = 1.13). Positive and negative postplay affect were assessed with
  • 11. the Positive and Negative Affect Schedule–Expanded Form (PANAS-X; Watson & Clark, 1994). After playing each game, participants were instructed to consider their experiences and to rate the extent to which each of 20 adjectives reflected how they felt after play, using scales from 1 (not at all) to 5 (extremely). Ten adjectives indicated positive affect (e.g., “excited”), and 10 adjectives indicated negative affect (e.g., “upset”). The Positive Affect (α = .93; M = 2.54, SD = 0.87) and Negative Affect (α = .92; M = 1.32, SD = 0.46) subscales demonstrated good reliability, and an average score for each subscale was calculated for each participant. Game-self–ideal-self convergence was computed sepa- rately for each game. Correlations between game-self and ideal-self characteristics were computed using items as the unit of analysis. We reverse-scored socially undesirable per- sonality items (viz. neuroticism) before calculating the corre- lations. This procedure produced three coefficients (ranging from −1 to +1) for each participant; these coefficients repre- sented the extent to which ideal-self characteristics were expe- rienced in the context of each game. Results Analytic strategy. Because of the nested nature of the data, we used hierarchical linear modeling (Bryk & Raudenbush, 1992) in our analysis. We tested full models that included pre- dictor variables selected by theoretical considerations. We used a two-level model to examine game-self–ideal-self con- vergence at the within-subjects level, with the mean levels of game-self characteristics entered as control variables (Level 1). At the between-subjects level, we controlled for gender and age (Level 2). The general Level 1 equation was as follows: Y = P 0
  • 12. + B 1 (convergence) + B 2 (mean) + E, where Y is the outcome variable, P 0 is the intercept value of the outcome, B 1 is the slope for concordance, B 2 is the slope for mean-level characteristics, and E represents Level 1 error. At Level 2, we controlled for gender and age with the following equation: P 0 = B 0 + B 01 (AGE) + B 02 (MALE) + R
  • 13. 0 where B 00 is the average within-subjects intercept, B 01 and B 02 refer to the control variables, and R 0 is error at Level 2. Level 1 variables were standardized before analysis and cen- tered on individual means. Level 2 variables were centered at the sample mean. The upper portion of Table 1 presents zero- order bivariate correlations between the variables of interest. It is important to note that our hypotheses focused on the covariation between ideal-self and game-self characteristics, not on the positivity in these self-concepts. This distinction is critical because variance linked to personality characteristics can confound results if such characteristics vary in their social desirability (Baird, Le, & Lucas, 2006; Lynch et al., 2009). With this fact in mind, we held such variation constant in our evaluation of the models. Intrinsic motivation. We hypothesized that participants would be drawn to games that allowed them to experience their ideal-self characteristics. Multilevel analyses predicting intrinsic motivation indicated that players were more intrinsi- cally motivated by games that promoted greater concordance
  • 14. at UNIV LIBRARY AT IUPUI on August 20, 2014pss.sagepub.comDownloaded from http://pss.sagepub.com/ 72 Przybylski et al. between ideal-self and game-self characteristics, b = 0.37, t(415) = 8.03, p < .001, d = 0.79. To ensure that this relation resulted from the covariation between ideal-self and game-self characteristics and not from the level of the characteristics, we entered mean level of game-self characteristics as a control variable in another model. Results from this model also showed that participants found play more inherently motivat- ing insofar as it brought them closer to their ideal-self charac- teristics, b = 0.30, t(414) = 5.95, p < .001, d = 0.58. Postplay affect. We hypothesized that participants would experience higher levels of positive affect and lower levels of negative affect after playing games that put players more in touch with their ideal-self characteristics. Two models that tested direct relations between positive affect and conver- gence, b = 0.29, t(415) = 6.65, p < .001, d = 0.65, and between negative affect and convergence, b = −0.10, t(415) = −2.97, p < .05, d = 0.20, showed that convergence accounted for sig- nificant between-game variation in affect. Follow-up models in which the mean level of game-self characteristics was held constant demonstrated that convergence was a significant pre- dictor of both positive postplay affect, b = 0.15, t(414) = 3.46, p < .001, d = 0.34, and negative postplay affect, b = −0.08, t(414) = −1.97, p < .05, d = 0.19. Study 2 In Study 2, we extended our investigation by studying a sam-
  • 15. ple of self-selecting video-game players. Using a between- subjects design, we aimed to reevaluate the relations between game-self–ideal-self convergence and motivation and between game-self–ideal-self convergence and postplay affect, as well as to evaluate two additional hypotheses. We hypothesized that players who experienced a wider gap between their actual- self characteristics and their ideal-self characteristics would find game-self–ideal-self convergence more motivating. Simi- larly, we hypothesized that immersive experiences of video- game play would magnify the link between game-self–ideal-self convergence in play and intrinsic motivation. Method Participants and procedure. For this study, 979 computer- and video-game players (829 males, 150 females; age range = 18–48 years, M = 23.18 years, SD = 4.84) were recruited from a popular online community that focuses on gaming and Internet culture. To participate, individuals had to have reported playing a video game for at least 1 month prior to the study. The study consisted of a single administration of a set of questionnaires. We used cookie and IP filtering to prevent duplicate participation and included only questionnaires that were filled out completely in our analysis. Target games. The majority of games participants reported playing were socially oriented, and they provided a diverse array of narratives and ready-made roles. The most popular games were team-based competition games (24%), such as Team Fortress 2, and online role-playing games (19%), such as World of Warcraft. Action and adventure games (14%), such as Legend of Zelda; strategy games (12%), such as Star- Craft 2; and off-line role-playing games (12%), such as Final
  • 16. Fantasy, were also popular. The remaining selections (19%) belonged to an assortment of genres and included The Sims and Guitar Hero. Measures. Participants were asked to reflect on their experi- ence of themselves during their past 4 weeks of play before completing measures of motivation to play the video game they had reported playing (α = .83; M = 4.43, SD = 0.64), positive postplay affect (α = .91; M = 2.94, SD = 0.91), and negative postplay affect (α = .87; M = 1.31, SD = 0.53). As in Study 1, we used four items adapted from the Intrinsic Motivation Inventory to assess motivation to play video games and the Positive and Negative Affect subscales of the PANAS-X (Watson & Clark, 1994) to assess positive and negative postplay affect. Ideal-self, actual-self, and game-self characteristics were assessed with three repetitions of a 30-item personality inven- tory (Sheldon, Ryan, Rawsthorne, & Ilardi, 1997). The instruc- tions for completing the inventory with regard to ideal-self and game-self characteristics were the same as in Study 1. To assess actual-self characteristics, we instructed participants to complete the inventory while reflecting on “the characteristics you see yourself having generally—the type of person you are.” We reverse-coded socially undesirable items and then averaged scores across items to create ideal-self, game-self, and actual-self scores. Immersion was assessed with the nine-item Presence sub- scale of the Player Experience of Need Satisfaction Scale Table 1. Correlations Between Variables of Interest in Studies 1 and 2 Variable 1 2 3 4
  • 17. 1. Game-self–ideal-self convergence — .37*** .35*** −.17*** 2. Intrinsic motivation .19*** — .42*** −.06 3. Positive postplay affect .19*** −.37*** — −.13** 4. Negative postplay affect −.17*** −.21*** −.23* — Note: Coefficients above the diagonal are for Study 1; coefficients below the diagonal are for Study 2. *p < .05. **p < .01. ***p < .001. at UNIV LIBRARY AT IUPUI on August 20, 2014pss.sagepub.comDownloaded from http://pss.sagepub.com/ The Ideal Self at Play 73 (Przybylski et al., 2009; Ryan et al., 2006; Weinstein et al., 2009). Responses to items on this scale (e.g., “When moving through [game name], I feel as if I am actually there”) were made using scales from 1 (not at all) to 5 (quite a bit) and were averaged to create an immersion score for each player (α = .76; M = 3.06, SD = 0.99). Using the method outlined in Study 1, we computed two convergence scores for each participant to quantify his or her game-self–ideal-self convergence and actual-self–ideal-self convergence (the covariation between ideal-self and actual- self characteristics). Results Data analysis. Primary analyses were conducted using ordi- nary least squares regression analyses. Zero-order bivariate correlation coefficients between variables of interest are pre- sented in the lower portion of Table 1.
  • 18. Intrinsic motivation. To test the hypothesis that players would be intrinsically motivated to play games that allowed them to experience aspects of their ideal selves, we regressed intrinsic motivation on game-self–ideal-self convergence; results showed that game-self–ideal-self convergence indeed predicted intrinsic motivation, β = 0.19, t(977) = 5.96, p < .001, d = 0.38. To ensure that this link was not an artifact of positivity in game-self characteristics, we tested a follow-up model that controlled for mean levels of positive game-self characteristics; this analysis also indicated that game-self– ideal-self convergence was a significant predictor of intrinsic motivation, β = 0.11, t(975) = 2.73, p < .01, d = 0.18. These results supported our hypothesis that players would evidence greater intrinsic motivation for games that brought them closer to their ideal-self characteristics. Postplay affect. Our second prediction concerned the effects of game-self–ideal-self convergence on the emotions of play- ers. Preliminary models indicated that game-self–ideal-self convergence was a significant predictor of both positive affect, β = 0.21, t(977) = 6.64, p < .001, d = 0.43, and negative affect, β = −0.22, t(977) = −7.01, p < .001, d = 0.45. Follow-up mod- els controlling for mean levels of ideal and in-game character- istics showed that a high level of game-self–ideal-self convergence was linked to reduced negative postplay affect, β = −0.18, t(975) = −4.47, p < .001, d = 0.28, but was not linked to changes in positive affect, β = 0.02, t(975) = 0.56, p > .50, d = 0.03. Moderation by discrepancy. To test the hypothesis that game-self–ideal-self convergence would be most motivating for players who experienced little overlap between their actual-self and ideal-self characteristics, we tested for modera- tion using a hierarchical regression model. In Step 1, we entered the mean level scores for ideal-self, actual-self, and game-self characteristics. In Step 2, we entered convergence
  • 19. between ideal-self and actual-self scores and convergence between ideal-self and game-self scores. In Step 3, we entered the product of the two convergence scores from Step 2. This analysis revealed a significant moderation effect, t(973) = −3.45, p < .001, d = 0.22 (see Fig. 1). Simple-slopes analyses showed a positive effect of game-self–ideal-self convergence on motivation to play video games among participants with low convergence between actual-self and ideal-self character- istics (1 SD below the mean), b = 0.25, t(973) = 2.21, p < .05, d = 0.14, but we found no such effect among participants who had high convergence between actual-self and ideal-self char- acteristics (1 SD above the mean), b = 0.17, t(973) = 1.30, p > .10. These results indicate that players who experienced a wide discrepancy between their ideal self and actual self in their day-to-day lives were the players most motivated by games that provided them with opportunities to embody their ideal characteristics. Moderation by immersion. To test our prediction that immersion in games would amplify the connection between game-self–ideal-self convergence and intrinsic motivation, we evaluated an interaction model. Results indicated that immersion moderated the link between game-self–ideal-self convergence and intrinsic motivation, t(973) = −3.55, p < .001 (see Fig. 2). Simple-slopes analyses indicated that games that promoted game-self–ideal-self convergence were most intrinsically motivating for players who were highly immersed (1 SD above the mean), b = 1.18, t(973) = 4.58, p < .001, d = 0.29, and that low immersion (1 SD below the mean) in such games detracted from motivation, b = −0.58, t(973) = −3.31, p < .001, d = 0.04. 4.10 4.20
  • 20. 4.30 4.40 4.50 4.60 4.70 4.80 Low (−1 SD) High (+1 SD) In tr in si c M ot iv at io n Game-Self–Ideal-Self Convergence (centered) High Actual-Self–Ideal-Self Convergence (+1 SD)
  • 21. Low Actual-Self–Ideal-Self Convergence (–1 SD) Fig. 1. Predicted motivation to play video games as a function of game-self– ideal-self convergence and actual-self–ideal-self convergence. For both types of convergence, the “high” level is 1 standard deviation above the mean, and the “low” level is 1 standard deviation below the mean. at UNIV LIBRARY AT IUPUI on August 20, 2014pss.sagepub.comDownloaded from http://pss.sagepub.com/ 74 Przybylski et al. Supplementary analyses. To test the robustness of our general model of the effect of convergence between self- characteristics on emotion and motivation to play video games, we reanalyzed the data from both studies in terms of discrep- ancies between characteristics by computing the inverse of the root mean square of the difference (i.e., the euclidean dis- tance) between actual-self and ideal-self scores and between game-self and ideal-self scores. This method augments our correlation-based approach because such indices account for the absolute differences between the ratings of different kinds of self-characteristics. Results derived from this discrepancy-based method indi- cated that game-self–ideal-self discrepancy was negatively related to intrinsic motivation, b = −0.29, t(415) = −6.08, p < .001, d = −0.60 (Study 1), and β = −0.15, t(977) = −4.42, p <
  • 22. .001, d = −0.28 (Study 2). Greater game-self–ideal-self discrep- ancy was also related to lower levels of positive postplay affect, b = −0.37, t(415) = −7.96, p < .001, d = −0.78 (Study 1), and β = −0.25, t(977) = −7.60, p < .001, d = −0.49 (Study 2), and to higher levels of negative postplay affect, β = 0.21, t(977) = 6.23, p < .001, d = 0.40 (Study 2). (The relation between game-self– ideal-self characteristics and negative postplay affect was non- significant in Study 1.) Further, analyses from Study 2 indicated that discrepancies between ideal-self and actual-self character- istics, t(973) = −5.81, p < .001, d = −0.37, and immersion, t(973) = −3.48, p < .001, served as moderators linking game- self–ideal-self discrepancy to intrinsic motivation. Simple- slopes analyses showed that players with a high degree of discrepancy between their ideal-self and actual-self characteris- tics (1 SD above the mean) found games most motivating if dis- crepancies between their ideal-self and game-self characteristics were small, b = −0.36, t(856) = −6.59, p < .001, d = −0.45. Similarly, the motivation of players with low immersion (1 SD below the mean) decreased when game-self–ideal-self discrep- ancy was wide, b = 0.26, t(872) = −5.03, p < .001, d = −0.34. Taken together, our findings from this discrepancy-based approach constitute additional evidence for our model. Discussion Video games are an increasingly popular medium for enter- tainment (McGonigal, 2011), yet the features that make these games so alluring have been understudied. In the research reported here, we investigated how the potential of video games to put players in touch with ideal aspects of themselves is associated with the games’ motivational appeal and emo- tional impact. Findings at both within-subjects and between-subjects levels of analysis indicated that the experience of ideal-self
  • 23. characteristics during play was associated with increased motivation to play video games and accounted for variability in postgame emotion. These results were obtained using two different methods for quantifying covariation between self- characteristics: a convergence approach (correlations that use individual characteristics as the unit of analysis) and a discrep- ancy approach (inverse of the root mean square of the differ- ences between self-characteristics). Using both laboratory and observational designs, we found evidence that convergence between people’s experience of themselves during play and their concept of their ideal selves was related to enjoyment of play and positive shifts in affect. Note that these relations held even when the mean levels in these self-concepts were held constant. Further, in Study 2, we found evidence for two moderators linking game-self–ideal-self convergence to intrinsic motiva- tion. Results indicated that the games most intrinsically moti- vating to players who felt a wide distance between who they were and who they would like to be were games that fostered game-self–ideal-self convergence. This finding extends previ- ous research suggesting that the use of media can be motivated by the desire to avoid awareness of discrepant self-concepts (Henning & Vorderer, 2001; Moskalenko & Heine, 2003). The similar pattern of moderation that we found for immer- sion is also noteworthy. This finding lends support to a posi- tion held by many interactive-media researchers: that immersion in virtual environments is a key to identification (Gee, 2003), self-exploration (Frasca, 2003; Klimmt, Hefner, & Vorderer, 2009), and goal adoption (Weinstein et al., 2009). Future research can extend our work by examining the mecha- nisms and features through which games provide opportuni- ties for immersion and for the expression of ideal-self characteristics.
  • 24. Humans spend a great deal of time, energy, and money in video-gaming contexts, yet little empirical research has investi- gated the fundamental factors that motivate engagement in this leisure activity. Our findings indicate that virtual environments, like close relationships (e.g., Drigotas, Rusbult, Wieselquist, & 3.20 3.40 3.60 3.80 4.00 4.20 4.40 4.60 4.80 5.00 In tr in si c M ot
  • 25. iv at io n Game-Self–Ideal-Self Convergence (centered) High Immersion in Play (+1 SD) Low Immersion in Play (–1 SD) Low (–1 SD) High (+1 SD) Fig. 2. Predicted motivation to play video games as a function of game-self– ideal-self convergence and immersion. For both game-self– ideal-self conver- gence and immersion, the “high” level is 1 standard deviation above the mean, and the “low” level is 1 standard deviation below the mean. at UNIV LIBRARY AT IUPUI on August 20, 2014pss.sagepub.comDownloaded from http://pss.sagepub.com/ The Ideal Self at Play 75 Whitton, 1999; Lynch et al., 2009), may be motivating to the degree that they allow individuals to experience ideal aspects of themselves. The results of our work make clear that humans are drawn to video and computer games at least in part because such games provide players with access to ideal aspects of themselves; such access, in turn, can have short-term effects on
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  • 32. 2014pss.sagepub.comDownloaded from http://pss.sagepub.com/ Homework #12 Due date: Dec 3 Name: ___________________________ 1) According to Przbylski, what are some of the characteristics of video games that make them so appealing? 2) According to Purcell, what were some of the negative stereotypes associated with the game of alea and those who played it? 3) What are some of the modern stereotypes of “gamers”? Do you feel they are accurate?
  • 33. Homework #12 Due date: Dec 3 Name: ___________________________ 1) According to Przbylski, what are some of the characteristics of video games that make them so appealing? 2) According to Purcell, what were some of the negative stereotypes associated with the game of alea and those who played it?
  • 34. 3) What are some of the modern stereotypes of “gamers”? Do you feel they are accurate? Homework #4 Due date: Sep 17 Name: ___________________________ 1) How does linear time differ from cyclical time? Give an example of each. 2) Give an example of how religious beliefs can be encoded into calendars.
  • 35. 3) Give an example of how a person’s lived experience of time can be different based on his or her culture, sub-culture, race, religion, sex/gender or age. Homework #3 Due Date: Sep 17 Name: ___________________________ 1) What is one of the ways in which maps can be said to “encode worldviews”? 2) Give an example of male-gendered space and female- gendered space. 3) What types of places could be considered “invisible spaces” according to Delaney?