Competitive Video Game Play : An Investigation of Identification and Competition
An Investigation of Identification and Competition

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Bibliographic Details
Authors and Corporations: Griffiths, Robert P., Eastin, Matthew S., Cicchirillo, Vincent
In: Communication Research, 43, 2016, 4, p. 468-486
published:
SAGE Publications
Media Type: Article, E-Article

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further information
Physical Description: 468-486
ISSN: 0093-6502
1552-3810
DOI: 10.1177/0093650214565895
published in: Communication Research
Language: English
Subjects:
Collection: SAGE Publications (CrossRef)
Table of Contents

<jats:p> Sports often go beyond simple games to something that individuals identify and relate to throughout their lives. Furthermore, passive and active sports consumption (i.e., video games) allows individuals to further create a sense of fanship and identification with their favorite teams. The following study manipulates player saliency to team, saliency to opponent, and competitive outcome to examine those impacts on enjoyment and hostility. A 3 (opponent saliency) × 2 (team identification) × 2 (competitive outcome; win vs. loss) experimental design was invoked to study these effects. Results indicate that competitiveness was significantly related to both enjoyment and hostility. Furthermore, data suggest a significant interaction between identification and competitive outcomes on hostility. </jats:p>