Skip to main content
Original Article

Guitar Hero or Zero?

Fantasy, Self-Esteem, and Deficient Self-Regulation in Rhythm-Based Music Video Games

Published Online:https://doi.org/10.1027/1864-1105/a000125

Motivations for, and outcomes of, playing rhythm-based music video games have had little direct study. The current research showed that fantasy-seeking motivations combined with self-esteem to create either unregulated game play habits or an incentive to play a musical instrument in real life. We obtained measures from adult players of rhythm-based music video games (N = 421), regarding their gaming habits, fantasy-seeking motivations, and self-esteem. Regression analyses showed that the interaction of low self-esteem with high fantasy-seeking motivation predicted unregulated game play. Self-esteem was negatively related to habitual and solitary game play. Fantasy-seeking motivations positively predicted a player’s desire to learn or play a musical instrument in real life. These results suggest that fantasy-seeking motivations reflect escapism under certain conditions and a desire to develop game-related skills in real life under other conditions. We discuss potential educational benefits of fantasy seeking and the implications for theory and scholarship regarding video game motivations.

References

  • Arsenault, D. (2008). Guitar Hero: “Not like playing guitar at all”? Loading. Journal of the Canadian Game Studies Association, 2(2). Online publication. Retrieved from journals.sfu.ca/loading/index.php/loading/issue/view/3 First citation in articleGoogle Scholar

  • Bandura, A. (1989). Human agency in social cognitive theory. American Psychologist, 44(9), 122–147. doi: 10.1037/0003-066X.44.9.1175 First citation in articleCrossrefGoogle Scholar

  • Bandura, A. (1997). Self-efficacy: The exercise of control. New York: Macmillan. First citation in articleGoogle Scholar

  • Bandura, A. (1999). A sociocognitive analysis of substance abuse: An agentic perspective. Psychological Science, 10(3), 214–217. doi: 10.1111/1467-9280.00138 First citation in articleCrossrefGoogle Scholar

  • Bandura, A. (2002). Social cognitive theory of mass communication. In J. Bryant, & D. Zillmann (Eds.), Media effects: Advances in theory and research (2nd ed.). (pp. 121–153). Mahwah, NJ: Erlbaum. First citation in articleGoogle Scholar

  • Baumeister, R. F. , DeWall, C. N. , Ciarocco, N. J. , & Twenge, J. M. (2005). Social exclusion impairs self-regulation. Journal of Personality and Social Psychology, 88(4), 589–604. doi: 10.1037/0022-3514.88.4.589 First citation in articleCrossrefGoogle Scholar

  • Bryant, J. , & Davies, J. J. (2006). Selective exposure to video games. In P. Vorderer, & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 181–194). Mahwah, NJ: Erlbaum. First citation in articleGoogle Scholar

  • Colwell, J. , & Kato, M. (2003). Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents. Asian Journal of Social Psychology, 6(2), 149–158. doi: 10.1111/1467-839X.t01-1-00017 First citation in articleCrossrefGoogle Scholar

  • Colwell, J. , & Payne, J. (2000). Negative correlates of computer game play in adolescents. British Journal of Psychology, 91(3), 295–310. doi: 10.1348/000712600161844 First citation in articleCrossrefGoogle Scholar

  • Dominick, J. R. (1984). Videogames, television violence, and aggression in teenagers. Journal of Communication, 34(2), 136–147. doi: 10.1111/j.1460-2466.1984.tb02165.x First citation in articleCrossrefGoogle Scholar

  • Funk, J. B. , & Buchman, D. D. (1996). Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46(2), 19–33. doi: 10.1111/j.1460-2466.1996.tb01472.x First citation in articleCrossrefGoogle Scholar

  • Funk, J. , Chan, M. , Brouwer, J. , & Curtiss, K. (2006). A biopsychosocial analysis of the video game-playing experience of children and adults in the United States. SIMILE: Studies in Media & Information Literacy Education, 6(3), 1–15. doi: 10.3138/sim.6.3.001 First citation in articleCrossrefGoogle Scholar

  • Gaudiosi, J. (2012, July 18). New reports forecast global video game industry will reach $82 billion by 2017. Forbes. Retrieved from www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-video-game-industry-will-reach-82-billion-by-2017 First citation in articleGoogle Scholar

  • Gentile, D. A. , & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37(2), 127–141. doi: 10.1007/s10964-007-9206-2 First citation in articleCrossrefGoogle Scholar

  • Gibb, G. D. , Bailey, J. R. , Lambirth, T. T. , & Wilson, W. P. (1983). Personality differences between high and low electronic video game users. The Journal of Psychology, 114(2), 159–165. doi: 10.1080/00223980.1983.9915409 First citation in articleCrossrefGoogle Scholar

  • Gower, L. , & McDowall, J. (2012). Interactive music video games and children’s musical development. British Journal of Music Education, 29(01), 91–105. doi: 10.1017/S0265051711000398 First citation in articleCrossrefGoogle Scholar

  • Greenberg, B. S. , Sherry, J. , Lachlan, K. , Lucas, K. , & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238–259. doi: 10.1177/1046878108319930 First citation in articleCrossrefGoogle Scholar

  • Greenberg, J. L. , Lewis, S. E. , & Dodd, D. K. (1999). Overlapping addictions and self-esteem among college men and women. Addictive Behaviors, 24(4), 565–571. doi: 10.1016/S0306-4603(98)00080-X First citation in articleCrossrefGoogle Scholar

  • Grodal, T. (2000). Video games and the pleasures of control. In D. Zillmann, & P. Vorderer (Eds.), Media entertainment: The psychology of its appeal (pp. 197–212). Mahwah, NJ: Erlbaum. First citation in articleGoogle Scholar

  • Hayes, A. F. , & Matthes, J. (2009). Computational procedures for probing interactions in OLS and logistic regression: SPSS and SAS implementations. Behavior Research Methods, 41(3), 924–936. doi: 10.3758/BRM.41.3.924 First citation in articleCrossrefGoogle Scholar

  • Herodotou, C. , Kambouri, M. , & Winters, N. (2014). Dispelling the myth of the socio-emotionally dissatisfied gamer. Computers in Human Behavior, 32, 23–31. doi: 10.1016/j.chb.2013.10.054 First citation in articleCrossrefGoogle Scholar

  • Klimmt, C. , & Hartmann, T. (2006). Effectance, self-efficacy, and the motivation to play videogames. In P. Vorderer, & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 133–146). Mahwah, NJ: Erlbaum. First citation in articleGoogle Scholar

  • Klimmt, C. , Hefner, D. , Vorderer, P. , & Roth, C. (2008, (May)). Exploring the complex relationships between player performance, self-esteem processes, and videogame enjoyment. Paper presented at the International Communication Association conference, Montreal, Canada. First citation in articleGoogle Scholar

  • Klinger, E. (1971). Structure and functions of fantasy. New York: Wiley-Interscience. First citation in articleGoogle Scholar

  • Kneer, J. , & Glock, S. (2013). Escaping in digital games: The relationship between playing motives and addictive tendencies in males. Computers in Human Behavior, 29(4), 1415–1420. doi: 10.1016/j.chb.2013.01.030 First citation in articleCrossrefGoogle Scholar

  • LaRose, R. (2009). Social cognitive theories of media selection. In T. Hartmann (Ed.), Media choice: A theoretical and empirical overview (pp. 10–31). New York: Routledge. First citation in articleGoogle Scholar

  • LaRose, R. , Lin, C. , & Eastin, M. (2003). Unregulated Internet usage: Addiction, habit, or deficient self-regulation? Media Psychology, 5(3), 225–253. doi: 10.1207/S1532785XMEP0503_01 First citation in articleCrossrefGoogle Scholar

  • LaRose, R. , Mastro, D. , & Eastin, M. (2001). Understanding Internet usage: A social-cognitive approach to uses and gratifications. Social Science Computer Review, 19(4), 395–413. doi: 10.1177/089443930101900401 First citation in articleCrossrefGoogle Scholar

  • Lee, D. , & LaRose, R. (2007). A socio-cognitive model of videogame usage. Journal of Broadcasting & Electronic Media, 51(4), 632–650. doi: 10.1080/08838150701626511 First citation in articleCrossrefGoogle Scholar

  • Lee, K. C. , & Perry, S. D. (2004). Student instant message use in a ubiquitous computing environment: Effects of deficient self-regulation. Journal of Broadcasting & Electronic Media, 48(3), 399–420. doi: 10.1207/s15506878jobem4803_4 First citation in articleCrossrefGoogle Scholar

  • Liu, X. , & LaRose, R. (2009, (May)). Does using the Internet make people more satisfied with their lives? Paper presented at the Annual Meeting of the International Communication Association, Dresden, Germany, Retrieved from www.allacademic.com/meta/p92424_index.html First citation in articleGoogle Scholar

  • Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333–369. doi: 10.1016/S0364-0213(81)80017-1 First citation in articleCrossrefGoogle Scholar

  • McIlwraith, R. D. , & Josephson, W. L. (1985). Movies, books, music and adult fantasy life. Journal of Communication, 35(2), 167–179. doi: 10.1111/j.1460-2466.1985.tb02241.x First citation in articleCrossrefGoogle Scholar

  • Mintel . (2012). Console gaming – US – October 2012. Retrieved from Mintel Market Research Reports database, www.mintel.com First citation in articleGoogle Scholar

  • Orth, U. , Robins, R. W. , & Meier, L. L. (2009). Disentangling the effects of low self-esteem and stressful events on depression: Findings from three longitudinal studies. Journal of Personality and Social Psychology, 97(2), 307–321. doi: 10.1037/a0015645 First citation in articleCrossrefGoogle Scholar

  • Peppler, K. , Downton, M. , Lindsay, E. , & Hay, K. (2011). The Nirvana effect: Tapping video games to mediate music learning and interest. International Journal of Learning and Media, 3(1), 41–59. doi: 10.1162/ijlm_a_00062 First citation in articleCrossrefGoogle Scholar

  • Percival, G. , Wang, Y. , & Tzanetakis, G. (2007). Effective use of multimedia for computer-assisted musical instrument tutoring. In EMME ‘07: Proceedings of the International Workshop on Educational Multimedia and Multimedia Education, Augsburg, Germany, September 23–28, 2007 (pp. 67–76). New York: Association for Computing Machinery. First citation in articleCrossrefGoogle Scholar

  • Pichlmair, M. , & Kayali, F. (2007). Levels of sound: On the principles of interactivity in music video games. In B. Akira (Ed.), Situated play: Proceedings of the Digital Games Research Association 2007 Conference, September 24–28, 2007, Tokyo, Japan (pp. 424–430). Retrieved online from www.digra.org/digital-library/ First citation in articleGoogle Scholar

  • Richardson, P. , & Kim, Y. (2011). Beyond fun and games: A framework for quantifying music skill developments from video game play. Journal of New Music Research, 40(4), 277–291. doi: 10.1080/09298215.2011.565350 First citation in articleCrossrefGoogle Scholar

  • Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations and games. Educational Technology Research and Development, 44(2), 43–58. doi: 10.1007/BF02300540 First citation in articleCrossrefGoogle Scholar

  • Ritterfeld, U. , & Weber, R. (2006). Video games for entertainment and education. In P. Vorderer, & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 399–413). Mahwah, NJ: Erlbaum. First citation in articleGoogle Scholar

  • Rolling Stone . (2008, May). DragonForce. Rolling Stone. 66. First citation in articleGoogle Scholar

  • Rosenberg, M. (1965). Society and the adolescent self-image. Princeton, NJ: Princeton University Press. First citation in articleCrossrefGoogle Scholar

  • Schallow, J. R. , & McIlwraith, R. D. (1986). Is television viewing really bad for your imagination? Content and process of TV viewing and imaginal styles. Imagination, Cognition and Personality, 6, 25–42. doi: 10.2190/1L5Y-TNYL-X5QK-NUVT First citation in articleCrossrefGoogle Scholar

  • Sherry, J. , Lucas, K. , Greenberg, B. , & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. In P. Vorderer, & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 213–224). Mahwah, NJ: Erlbaum. First citation in articleGoogle Scholar

  • Valkenburg, P. M. , & Peter, J. (2006). Fantasy and imagination. In J. Bryant, & P. Vorderer (Eds.), The psychology of entertainment (pp. 105–117). Mahwah, NJ: Erlbaum. First citation in articleGoogle Scholar

  • Vorderer, P. , Hartmann, T. , & Klimmt, C. (2003). Explaining the enjoyment of playing video games: The role of competition. In ICEC ‘03 Proceedings of the Second International Conference on Entertainment Computing (pp. 1–9). Pittsburgh, PA: Carnegie Mellon University Retrieved online from dl.acm.org/citation.cfm_id=958735 First citation in articleGoogle Scholar

  • Yee, N. (2006a). Motivations for play in online games. Cyberpsychology & Behavior, 9(6), 772–775. doi: 10.1089/cpb.2006.9.772 First citation in articleCrossrefGoogle Scholar

  • Yee, N. (2006b). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15(3), 309–329. doi: 10.1162/pres.15.3.309 First citation in articleCrossrefGoogle Scholar