My avatar behaves well and this feels right: Ideal and ought selves in video gaming

Research output: Contribution to journalArticle

12 Scopus citations


Prosocial and violent games were investigated in relation to empathy with avatars and amount of postgame donation. Participants who played a prosocial game demonstrated greater empathy, while those who played a violent game said they would donate a greater amount of money. Flow was found to be a function of the 3-way interaction between game type, self-perception, and regulatory focus. Higgins's (1987) regulatory focus and self-discrepancy (1997) theories are used to explain the underlying theoretical mechanisms behind these results.

Original languageEnglish (US)
Pages (from-to)1175-1182
Number of pages8
JournalSocial Behavior and Personality
Issue number9
StatePublished - Oct 17 2011



  • Charitable donation
  • Empathy
  • Flow
  • Ideal self
  • Ought self
  • Prosocial games
  • Self-discrepancy
  • Violent games

ASJC Scopus subject areas

  • Social Psychology

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