The social facilitation of performance, emotions, and motivation in a high challenge video game: Playing people and playing game characters
Document Type
Article
Source of Publication
International Journal of Gaming and Computer-Mediated Simulations
Publication Date
7-1-2019
Abstract
Copyright © 2019, IGI Global. The objective of this study is to analyze motivation, performance, state hostility, and targeted affect in a computer-based car racing game when social actors are opponents, and when game characters are opponents. This is a between-subjects, experimental, study of social facilitation with 97 Gulf Arab women. The social facilitation of performance and finishing time does not take place. There is no difference in state hostility based on social facilitation, but there is in emotions targeted at opponents. People are viewed more positively than NPCs after play. Intrinsic engagement and extrinsic motivation are both facilitated by the presence of human opponents. There is evidence that the experience of playing a game character and playing a person is substantially different even though the outcomes of performance and state hostility are not.
DOI Link
ISSN
Publisher
IGI Global
Volume
11
Issue
3
First Page
38
Last Page
54
Disciplines
Social and Behavioral Sciences
Keywords
Car Racing, Extrinsic Motivation, Game-Character, Intrinsic Engagement, Social Attention, Social Facilitation, State Hostility, Targeted Effect
Scopus ID
Recommended Citation
Williams, Russell Blair, "The social facilitation of performance, emotions, and motivation in a high challenge video game: Playing people and playing game characters" (2019). All Works. 3599.
https://zuscholars.zu.ac.ae/works/3599
Indexed in Scopus
yes
Open Access
no