Communication Research
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© The Author(s) 2015
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DOI: 10.1177/0093650214565895
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Article
Competitive Video Game
Play: An Investigation
of Identification and
Competition
Robert P. Griffiths
1
, Matthew S. Eastin
2
,
and Vincent Cicchirillo
2
Abstract
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.
Keywords
video game play, violence, competition, game enjoyment, hostility, sports games,
identification, enjoyment, aggression, competitive outcome
Sports games are noted as one of the most popular genres of video games (Stein,
Mitgutsch, & Consalvo, 2012); yet, research looking into the effects of play are lim-
ited. According to the Entertainment Software Association (ESA; 2011) the sports
video game genre represents one of the highest selling categories at 16%, second only
1
Ohio State University, Columbus, USA
2
The University of Texas at Austin, USA
Corresponding Author:
Matthew S. Eastin, The University of Texas at Austin, Stan Richards School of Advertising and Public
Relations, 300 West Dean Keeton, A1200, Austin, TX 78712, USA.
Email: matt.eastin@utexas.edu
565895CRX XX X 10.1177/0093650214565895Communication ResearchGriffiths et al.
research-article 2015
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