Exploring Self-Concept as a Motivational Factor in Tabletop Gaming through Identification Processes: Study Design and Theoretical Framework

Tabletop gaming is becoming increasingly relevant in mainstream culture and psychological research, making it important to understand the factors that drive people to engage in this activity. In this article, we present the design of a study aimed at investigating the relationship between self-concept constructs-such as self-esteem and emotional self-concept-and the motivation to play tabletop games. Additionally, we explore how these factors interact with the tendency to identify with game characters during play. We discuss the theoretical framework underpinning the study and outline the methodological approach we intend to follow.

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Publication Details

Published
2024-09-15
DOI
https://doi.org/10.1109/aciiw63320.2024.00031
Primary Topic
Educational Games and Gamification
Type
article
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article

Exploring Self-Concept as a Motivational Factor in Tabletop Gaming through Identification Processes: Study Design and Theoretical Framework

Guyonne Rogier, Vittorio Guerrieri
Educational Games and Gamification
article

Exploring Self-Concept as a Motivational Factor in Tabletop Gaming through Identification Processes: Study Design and Theoretical Framework

Guyonne Rogier, Vittorio Guerrieri
article en

Abstract

Tabletop gaming is becoming increasingly relevant in mainstream culture and psychological research, making it important to understand the factors that drive people to engage in this activity. In this article, we present the design of a study aimed at investigating the relationship between self-concept constructs-such as self-esteem and emotional self-concept-and the motivation to play tabletop games. Additionally, we explore how these factors interact with the tendency to identify with game characters during play. We discuss the theoretical framework underpinning the study and outline the methodological approach we intend to follow.

University of Genoa (IT)
Openalex Percentile: Top 64%
Educational Games and Gamification
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