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  5. The Ideal Self at Play

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Article
English
2011

The Ideal Self at Play

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0 Files

English
2011
Psychological Science
Vol 23 (1)
DOI: 10.1177/0956797611418676

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Richard M. Ryan
Richard M. Ryan

University of Rochester

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Andrew K. Przybylski
Netta Weinstein
Kou Murayama
+2 more

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.

How to cite this publication

Andrew K. Przybylski, Netta Weinstein, Kou Murayama, Martin F. Lynch, Richard M. Ryan (2011). The Ideal Self at Play. Psychological Science, 23(1), pp. 69-76, DOI: 10.1177/0956797611418676.

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Publication Details

Type

Article

Year

2011

Authors

5

Datasets

0

Total Files

0

Language

English

Journal

Psychological Science

DOI

10.1177/0956797611418676

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