Skip to main content

Press Reset

  • Chapter
  • First Online:
Video Games and Well-being

Part of the book series: Palgrave Studies in Cyberpsychology ((PASCY))

  • 1757 Accesses

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 16.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 69.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • 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 

  • Bioshock [Video game]. (2007). Boston: Take-Two Interactive, 2K Games.

    Google Scholar 

  • Burgoon, J. K., Stern, L. A., & Dillman, L. (1995). Interpersonal adaptation: Dyadic interaction patterns. New York: Cambridge University Press.

    Book  Google Scholar 

  • City Crisis [Video game]. (2001). New York: Take-Two Interactive.

    Google Scholar 

  • 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 

  • 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.

    Article  Google Scholar 

  • 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.

  • 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.

  • Fable [Video game]. (2004). Redmond: Microsoft Game Studios.

    Google Scholar 

  • Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2), 211–221.

    Article  Google Scholar 

  • 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.

    Article  Google Scholar 

  • Harwood, T. M., Beutler, L. E., & Groth-Marnat, G. (2011). Integrative assessment of adult personality. New York: Guilford Press.

    Google Scholar 

  • 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.

    Article  Google Scholar 

  • Jackson, William A. (2001). A short guide to humoral medicine. Trends in Pharmacological Sciences, 22(9), 487–489.

    Article  Google Scholar 

  • Karademas, E. C. (2006). Self-efficacy, social support and well-being: The mediating role of optimism. Personality and Individual Differences, 40(6), 1281–1290.

    Article  Google Scholar 

  • Lemmings [Video game]. (1991). Liverpool: Psygnosis, SunSoft.

    Google Scholar 

  • Locke, E. A., & Latham, G. P. (1990). A theory of goal setting & task performance. Englewood Cliffs, NJ: Prentice-Hall.

    Google Scholar 

  • 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.

    Article  Google Scholar 

  • 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.

    Article  Google Scholar 

  • 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 

  • 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.

    Article  Google Scholar 

  • The Elder Scrolls V: Skyrim [Video game]. (2011). Rockville: Bethesda Softworks.

    Google Scholar 

  • 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 

  • Vygotsky, L. S. (2004). Imagination and creativity in childhood. Journal of Russian & East European Psychology, 42(1), 7–97.

    Article  Google Scholar 

  • 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 

  • World of Warcraft [Video game]. (2004). Irvine: Activision Blizzard Entertainment.

    Google Scholar 

  • 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 

  • 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.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Hughes, C. (2020). Press Reset. In: Kowert, R. (eds) Video Games and Well-being. Palgrave Studies in Cyberpsychology. Palgrave Pivot, Cham. https://doi.org/10.1007/978-3-030-32770-5_2

Download citation

Publish with us

Policies and ethics