Griffiths et al talks about the relationship between identification and competition when students played video games. His research finds that winning a game resulted in more satisfaction and enjoyment compared to losing (which makes sense). Which makes sense as winning in a team sport is more satisfactory than losing. (He focuses on sports related video games).
Griffith compares people identifying with video game characters to sports players. “Furthermore, passive and active sports consumption (i.e., video games) allows individuals to further create a sense of fan-ship and identification with their favorite teams. ” The more you can relate to a character and draw personal connections, the easier it is for one to identify as them. It’s interesting considering a lot of video games give you the opportunity to live the life as someone else, some rich or that has an action packed life.
The more someone identified with a character, the more the emotionally invested they were attached to the game. This made it easier for players to receive satisfaction if they won, and might make them more upset if they lost the game. (Players who closely identify with a character/team
This reminds me of myself and the video game I play known as League of Legends. League of Legends is a professional Esports game, and is the world’s most played PC game. My favorite character is Luxanna Crownguard (also known as Lux), who is a light mage who is always positive, however she holds drastically different views from her family. I find myself being able to relate to Lux as she is a renegade and different from those in her society, yet she still manages to be a good person and positive when all odds are against her. I do find that I have a lot of fun winning games with when I get to play my main champion (character), however I do also find it frustrating when I lost. This may because of morale (losing on a main character vs on a character you don’t play). It’s almost like you don’t want to let your favorite character down.
However I also wanted to make a connection to Garcia et al’s social comparison theory. When talking about relational factors, it was mentioned that “two academics who are both persons of color, from the same university, from a similar PhD vintage, and working in the same field are highly similar in terms of personal characteristics” (638 et al.) People would rather help a stranger than someone really similar to them such as a friend. This makes sense in this context, as competition is only relevant and very important to you, if someone you are close with or similar to is a part of the competition. So, using this idea, it can be easily applied to how people had more enjoyment or were more upset if they were playing with a character was involved.
I really like how fellow student @silaslm compared Griffiths idea with Werron. ” This is similar to how Werron defined competition, who describes it as a zero sum game, in which one party must lose in order for the other party to gain. This is the purest form of competition, where entities battle over a scarce resource (in this case, winning the game). This form of competition is starting to be used to incorporate game-based styles of learning in education systems over the world. “