The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game: Playing People and Playing Game Characters

The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game: Playing People and Playing Game Characters

Russell Blair Williams
Copyright: © 2019 |Volume: 11 |Issue: 3 |Pages: 17
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781522565628|DOI: 10.4018/IJGCMS.2019070103
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MLA

Williams, Russell Blair. "The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game: Playing People and Playing Game Characters." IJGCMS vol.11, no.3 2019: pp.38-54. http://doi.org/10.4018/IJGCMS.2019070103

APA

Williams, R. B. (2019). The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game: Playing People and Playing Game Characters. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 11(3), 38-54. http://doi.org/10.4018/IJGCMS.2019070103

Chicago

Williams, Russell Blair. "The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game: Playing People and Playing Game Characters," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 11, no.3: 38-54. http://doi.org/10.4018/IJGCMS.2019070103

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Abstract

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.

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