Personality and Game Playing: Identity formation and Ego Development

Date
2000
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Haverford College. Department of Psychology
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Award
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eng
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Haverford users only
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Abstract
The purpose of this study was to uncover the relationship between personality and game-playing. 266 subjects completed questionnaires regarding one of three games chosen on their popularity as multi-player online games. Game types were compared between subjects on adjective and Big-5 self-ratings, and within subjects on adjective rating differences between real life and within game states. Results showed a distinct typology of games between the chosen game types. In game differences were shown between the within game adjective and personality ratings. Quake players rated higher conscientiousness than Everquest players, and rated higher in general on the adjectives relating to aggression and competition, while Everquest players' ratings indicated a dimension of social intimacy and cooperation. Starcraft players rated themselves lower on openness and higher in general on some of the competitive adjectives than Everquest players, but were lower than Quake on aggressive and bold ratings. Gender differences were apparent in extraversion ratings as well as adjective ratings reflecting trust and cooperation. Players indicated that game-playing fulfills the desire to be someone you are not in real life and may offer them the chance to find a more well defined ego or stronger identity.
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