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

Full text not archived in this repository.

Please see our End User Agreement.

It is advisable to refer to the publisher's version if you intend to cite from this work. See Guidance on citing.

Add to AnyAdd to TwitterAdd to FacebookAdd to LinkedinAdd to PinterestAdd to Email

Przybylski, A. K., Weinstein, N. ORCID: https://orcid.org/0000-0003-2200-6617, Murayama, K., Lynch, M. F. and Ryan, R. M. (2012) The ideal self at play: the appeal of video games that let you be all you can be. Psychological Science, 23 (1). pp. 69-76. ISSN 0956-7976 doi: 10.1177/0956797611418676

Abstract/Summary

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.

Altmetric Badge

Dimensions Badge

Item Type Article
URI https://reading-pure-test.eprints-hosting.org/id/eprint/140979
Identification Number/DOI 10.1177/0956797611418676
Refereed Yes
Divisions Life Sciences > School of Psychology and Clinical Language Sciences > Department of Psychology
Download/View statistics View download statistics for this item

University Staff: Request a correction | Centaur Editors: Update this record