Advertisement

Press Reset

  • Chelsea Hughes
Chapter
  • 425 Downloads
Part of the Palgrave Studies in Cyberpsychology book series (PASCY)

Abstract

Anyone who has ever played a video game has likely experienced the joys of a reset button. The game didn’t go well, and so you gave yourself an opportunity to do it over again. Of course, a real-life reset button doesn’t exist because time is linear—what is done is done and can never be truly erased. However, that does not mean that what is done cannot be done over (like redoing a level to get the rest of the missing coins). There is a common misbelief our personality is unchangeable. Namely, how we were born and what we have been through firmly dictate how we are able to live our lives. Through established psychological theories and illustrative examples, this chapter will explore how our personality is not something set in stone. Rather, gaming can be used to overcome the behavioral barriers we experience in our personalities to accomplish lasting, meaningful change.

Keywords

Video games Well-being Personality Goal setting Behavior 

References

  1. Akhtar, S., Ghayas, S., & Adil, A. (2013). Self-efficacy and optimism as predictors of organizational commitment among bank employees. International Journal of Research Studies in Psychology, 2(2), 33–42.Google Scholar
  2. Bioshock [Video game]. (2007). Boston: Take-Two Interactive, 2K Games.Google Scholar
  3. Burgoon, J. K., Stern, L. A., & Dillman, L. (1995). Interpersonal adaptation: Dyadic interaction patterns. New York: Cambridge University Press.CrossRefGoogle Scholar
  4. City Crisis [Video game]. (2001). New York: Take-Two Interactive.Google Scholar
  5. Damian, R. I., Spengler, M., Sutu, A., & Roberts, B. W. (2018). Sixteen going on sixty-six: A longitudinal study of personality stability and change across 50 years. Journal of Personality and Social Psychology, 117(3), 674–695.Google Scholar
  6. Dolgov, I., Graves, W. J., Nearents, M. R., Schwark, J. D., & Volkman, C. B. (2014). Effects of cooperative gaming and avatar customization on subsequent spontaneous helping behavior. Computers in Human Behavior, 33, 49–55.CrossRefGoogle Scholar
  7. Entertainment Software Association. (2018). 2018 essential facts about the computer and video game industry. Retrieved from https://www.theesa.com/wp-content/uploads/2019/03/ESA_EssentialFacts_2018.pdf.
  8. Entertainment Software Association. (2019). 2019 essential facts about the computer and video game industry. Retrieved from https://www.theesa.com/wp-content/uploads/2019/05/ESA_Essential_facts_2019_final.pdf.
  9. Fable [Video game]. (2004). Redmond: Microsoft Game Studios.Google Scholar
  10. Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2), 211–221.CrossRefGoogle Scholar
  11. Grizzard, M., Tamborini, R., Lewis, R. J., Wang, L., & Prabhu, S. (2014). Being bad in a video game can make us morally sensitive. Cyberpsychology, Behavior, and Social Networking, 17(8), 499–504.CrossRefGoogle Scholar
  12. Harwood, T. M., Beutler, L. E., & Groth-Marnat, G. (2011). Integrative assessment of adult personality. New York: Guilford Press.Google Scholar
  13. Hughes, C. M., Griffin, B. J., & Worthington, E. L., Jr. (2017). A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale. Computers in Human Behavior, 69, 386–395.CrossRefGoogle Scholar
  14. Jackson, William A. (2001). A short guide to humoral medicine. Trends in Pharmacological Sciences, 22(9), 487–489.CrossRefGoogle Scholar
  15. Karademas, E. C. (2006). Self-efficacy, social support and well-being: The mediating role of optimism. Personality and Individual Differences, 40(6), 1281–1290.CrossRefGoogle Scholar
  16. Lemmings [Video game]. (1991). Liverpool: Psygnosis, SunSoft.Google Scholar
  17. Locke, E. A., & Latham, G. P. (1990). A theory of goal setting & task performance. Englewood Cliffs, NJ: Prentice-Hall.Google Scholar
  18. MacLeod, A. K., Coates, E., & Hetherton, J. (2008). Increasing well-being through teaching goal-setting and planning skills: Results of a brief intervention. Journal of Happiness Studies, 9(2), 185–196.CrossRefGoogle Scholar
  19. Mount, M. K., Barrick, M. R., Scullen, S. M., & Rounds, J. (2005). Higher-order dimensions of the big five personality traits and the big six vocational interest types. Personnel Psychology, 58(2), 447–478.CrossRefGoogle Scholar
  20. Roberts, B. W., Jackson, J. J., Fayard, J. V., Edmonds, G., & Meints, J. (2009). Conscientiousness. In M. R. Leary & R. H. Hoyle (Eds.), Handbook of individual differences in social behavior (pp. 369–381). New York, NY: Guilford Press.Google Scholar
  21. Tang, W. Y., & Fox, J. (2016). Men’s harassment behavior in online video games: Personality traits and game factors. Aggressive Behavior, 42(6), 513–521.CrossRefGoogle Scholar
  22. The Elder Scrolls V: Skyrim [Video game]. (2011). Rockville: Bethesda Softworks.Google Scholar
  23. Tupes, E. C., & Christal, R. E. (1961). Recurrent personality factors based on trait ratings. USAF Personnel Training Research, 57–125. Lackland Airforce Case, TX; Aeronautical Systems Divisions, Personnel Library.Google Scholar
  24. Vygotsky, L. S. (2004). Imagination and creativity in childhood. Journal of Russian & East European Psychology, 42(1), 7–97.CrossRefGoogle Scholar
  25. Whitaker, J. L., & Bushman, B. J. (2012). “Remain calm. Be kind.” Effects of relaxing video games on aggressive and prosocial behavior. Social Psychological and Personality Science, 3(1), 88–92.Google Scholar
  26. World of Warcraft [Video game]. (2004). Irvine: Activision Blizzard Entertainment.Google Scholar
  27. Yee, N., Ducheneaut, N., Nelson, L., & Likarish, P. (2011, May). Introverted elves & conscientious gnomes: The expression of personality in world of warcraft. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 753–762). ACM.Google Scholar
  28. Zillig, L. M. P., Hemenover, S. H., & Dienstbier, R. A. (2002). What do we assess when we assess a Big 5 trait? A content analysis of the affective, behavioral, and cognitive processes represented in Big 5 personality inventories. Personality and Social Psychology Bulletin, 28(6), 847–858.CrossRefGoogle Scholar

Copyright information

© The Author(s) 2020

Authors and Affiliations

  • Chelsea Hughes
    • 1
  1. 1.Riot GamesLos AngelesUSA

Personalised recommendations