The social facilitation of performance, emotions, and motivation in a high challenge video game: Playing people and playing game characters

Author First name, Last name, Institution

Russell Blair Williams, Zayed UniversityFollow

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.

ISSN

1942-3888

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

85079661428

Indexed in Scopus

yes

Open Access

no

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