Skip to main content

“My Avatar Behaves Well and this Feels Right”: Ideal and Ought Selves in Video Gaming

Buy Article:

$39.00 plus tax (Refund Policy)

Abstract:

Prosocial and violent games were investigated in relation to empathy with avatars and amount of postgame donation. Participants who played a prosocial game demonstrated greater empathy, while those who played a violent game said they would donate a greater amount of money. Flow was found to be a function of the 3-way interaction between game type, self-perception, and regulatory focus. Higgins's (1987) regulatory focus and self-discrepancy (1997) theories are used to explain the underlying theoretical mechanisms behind these results.

Keywords: CHARITABLE DONATION; EMPATHY; FLOW; IDEAL SELF; OUGHT SELF; PROSOCIAL GAMES; SELF-DISCREPANCY; VIOLENT GAMES

Document Type: Research Article

DOI: http://dx.doi.org/10.2224/sbp.2011.39.9.1175

Publication date: October 1, 2011

More about this publication?
sbp/sbp/2011/00000039/00000009/art00003
dcterms_title,dcterms_description,pub_keyword
6
5
20
40
5

Access Key

Free Content
Free content
New Content
New content
Open Access Content
Open access content
Subscribed Content
Subscribed content
Free Trial Content
Free trial content
Cookie Policy
X
Cookie Policy
ingentaconnect website makes use of cookies so as to keep track of data that you have filled in. I am Happy with this Find out more