“We won” vs. “They lost”: Exploring ego-enhancement and self-preservation tendencies in the context of video game play

https://doi.org/10.1016/j.entcom.2011.03.012Get rights and content

Abstract

The human tendencies to employ ego-enhancement and self-preservation strategies have been examined in the context of competitive events such as political elections and sports team affiliations. But do video game players use these same strategies to cope with game outcomes? A 2 × 2 experiment (N = 91) was conducted to examine if winning or losing in a staged video game bowling tournament and performing below-average or above-average on an unrelated trivia task would result in ego-enhancement or self-preservation tendencies. Results not only indicated that both strategies are utilized in the context of video game play, but also suggested a complex relationship between avatar resemblance and game enjoyment. Theoretical and practical implications are discussed.

Highlights

► People are known to engage in ego-enhancement and self-preservation behaviors in the context of sports fandom. ► We examined if these same tendencies would be present in the context of team video game play. ► Results indicate that both tendencies do occur in relation to team video game play. ► In addition, a relationship between perceived avatar resemblance and emotions was also discovered.

Introduction

Recently, a group of students gathered at a Media Lab for an impromptu Madden NFL tournament. The two-on-two match-up resulted in a lop-sided victory for one of the teams. “We won!” exclaimed one of the winning players. As the losing pair walked out of the room, a student not yet privy to the outcome, asked one of the members of the losing team how they did. “They lost” said the gamer, gesturing to the score of his defeated football team, still onscreen.

This type of reaction is not uncommon. Video game players will often take ownership of their winning actions when appropriate, but will distance themselves from their own actions when they have lost. Anecdotally, video game players are known to engage in this type of “blame it on the game” response, in spite of the fact that they themselves were controlling and manipulating the action onscreen at the time of the loss.

The following paragraphs will examine literature on the theoretical underpinnings of ego-enhancement and self-preservation behaviors, and demonstrate how these concepts are relevant to video game play. An experiment will then be reported to empirically test whether or not participants exhibit ego-enhancement and self-preservation behaviors, which can occur in the context of a team-based, video game competition.

Section snippets

Literature review

The tendency to affiliate with those who are successful has been studied in social science and is referred to as “basking in reflected glory” or BIRGing [5]. Cialdini et al. [5] define BIRGing as the: “tendency for people to publicize a connection with another person who has been successful” (p. 366, italics in original). Others [1] have included the apparent motive element by defining it as “the tendency to publicize one’s association with a successful or other group, even when that

Method

A 2 × 2, fully-crossed factorial experiment was conducted to test the hypotheses, with game outcome (win vs. loss) and unrelated task performance (better than average vs. less than average) as the manipulated independent variables. After completing the unrelated trivia exam and playing the experimental video game, participants filled out a pencil-and-paper questionnaire which measured avatar resemblance, ego-enhancement and self-preservation tendencies, as well as game enjoyment. Subsequent to

Results

To test H1 and H2, two factorial ANOVAs were run to examine the main effects and potential interactions between the two independent variables on the 5-item ego-enhancement scale and the 3-item Self-preservation scale separately. To test H3, separate bivariate correlation analyses were conducted between the 5-item enhancement measure and videogame enjoyment, and the 3-item self-preservation measure and videogame enjoyment. To test H4, a bivariate correlation was computed examining the

Discussion

This study was designed to determine if ego-enhancement and self-preservation behaviors occur in the context of video game play. Overall, the pattern of results suggests evidence that the study of these two constructs is viable in the arena of video game play. The following paragraphs will explore theoretical and practical implications of this study’s findings, as well as identify limitations and avenues for future research.

The first hypothesis proposed that those who won the tournament would

Acknowledgement

This research is supported by the Korea Science and Engineering Foundation under the WCU (World Class University) program funded by the Ministry of Education, Science, and Technology, South Korea (Grant No. R31-2008-000-10062-0).

References (17)

  • A. Bizman et al.

    Engaging in distancing tactics among sports fans: effects on self-esteem and emotional responses

    The Journal of Social Psychology

    (2002)
  • F. Boen et al.

    Behavioral consequences of fluctuating group success: an internet study on soccer teams

    Journal of Social Psychology

    (2002)
  • F. Boen et al.

    Politics and basking-in-reflected-glory: a field-study in Flanders

    Basic and Applied Social Psychology

    (2002)
  • D. Chung

    Something for nothing: understanding purchasing behaviors in social virtual environments

    Cyber Psychology and Behavior

    (2005)
  • R.B. Cialdini et al.

    Basking in reflected glory: three (football) field studies

    Journal of Personality and Social Psychology

    (1976)
  • D.I. Cordova et al.

    Intrinsic motivation and the process of learning: beneficial effects of contextualization, personalization and choice

    Journal of Educational Psychology

    (1996)
  • B. Dietz-Uhler et al.

    Examining fan reactions to game outcomes. A longitudinal study of social identity

    Journal of Sport Behavior

    (1999)
  • E. Downs, Eighteenth century video games: using the Hegelian dialectic to explain how individuals identify with avatars...
There are more references available in the full text version of this article.

Cited by (13)

  • The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment

    2015, Computers and Education
    Citation Excerpt :

    A research professional who specialized in chess games reviewed the appropriateness of the test, and a KR-20 reliability coefficient of .71 was obtained through a pre-examination study with 58 ninth-grade students. This study used a self-developed questionnaire on participation perceptions to understand the enjoyment and involvement perception in the game-based formative assessment; the enjoyment scale of Downs and Shyam Sundar (2011) was used as a primary reference. The students rated their perceptions on a 5-point scale that ranged from strongly agree (5) to strongly disagree (1).

  • Avatar-driven self-disclosure: The virtual me is the actual me

    2014, Computers in Human Behavior
    Citation Excerpt :

    The effect of self-similar avatars on users has also been demonstrated. Generally, users who created self-similar avatars experienced greater identification (Trepte & Reinecke, 2010), more intense game enjoyment (Downs & Sundar, 2011), heightened self-awareness (Vasalou, Joinson, & Pitt, 2007), and in violent games, greater aggression (Eastin, 2006; Williams, 2011). They also experienced greater private self-awareness (Vasalou et al., 2007), which is the cognisance of the personal aspects of the self.

  • Do We Blame it on the Machine? Task Outcome and Agency Attribution in Human-Technology Collaboration

    2022, Proceedings of the Annual Hawaii International Conference on System Sciences
View all citing articles on Scopus
View full text