Kasumovic, M. M., Hatcher, E., Blake, K. R., & Denson, T. F. (2021). Performance in video games affects self-perceived mate value and mate preferences. Evolutionary Behavioral Sciences, 15(2), 191–207. https://doi.org/10.1037/ebs0000231
In a rapidly changing world, there is an assumption that mate value, or a person’s desirability as a romantic partner is fixed. For example, mate value is associated with attractiveness in females and social status in males. This study investigated whether self-perceived mate value could be, also influenced by individual social experiences or a person’s self-perceived performance in competitions. Considering a surge in digital gaming the authors used video games to manipulate self-perceived performance to measure its effect on self-perceived mate value. With an understanding that people tend to select partners based on similarity, the second main aim of this study was to determine whether self-perceived performance in video games can shift facial preferences in short- and long-term mates.
Across three studies, the experimenters hypothesised that a participant’s self-perceived performance after playing a video game, would affect their perception of their own desirability of a mate in males but not females (Experiment 1). However, it was predicted that objective performance, based on actual game scores and rank, would better moderate self-perceived mate value compared to self-perceived performance (Experiment 2). Lastly, self-perceived performance was expected to influence facial preferences for short and long term romantic partners, with differences in sex (Experiment 3).
In Experiment 1, participants provided demographic information on their relationships status and exposure to violent video games in a survey before playing a video game, and rating their own performance on a scale of 1 to 7. They were also measured on three mating-related variables which assessed participants’ self perceived mate value, sex goal activation (SGA) and social sexual tendencies (their tendency to engage in sexual relationships without emotional commitment) (SOI). Experiment 2 followed the same procedure, except participants were also provided with a game ranking which would represent their objective performance. The effect of objective performance on self-perceived mate value was compared to the influence of self-perceived performance to determine the stronger moderator. Experiment 3 followed the same sequence as Experiment 1, but included a facial preference test after the gaming manipulation.
General results found across the 3 studies indicated that previous exposure to violent video games increased sex goal activation, and sociosexual behaviour was related to age. Within experiments, the authors found that people who rated themselves higher in their performance on video games viewed themselves as more desirable as a mate. Self-perceived performance was also shown to influence mate value 3 times more than objective measures of performance affecting people’s mate preferences in short term but not long term partners. Males who perceived themselves as higher performing preferred masculine faces in future partners while females preferred feminine faces. These findings suggest that mate value is malleable and varies with everyday interactions.
I’m not sure I understood why the authors collected chose to add a violent vs nonviolent video game manipulation in this study. When I first read the introduction of this paper, there wasn’t a strong rationale to support the addition of this variable, and certainly no mention of how this related to the real world in the discussion section. The authors even went on to attribute differences in self-perceived performance across violent and non-violent conditions to game difficulty, instead of the violent nature of the games. This seemed to make the idea of violent game exposure redundant which could have been avoided if they framed the manipulation as a comparison of different game difficulties on self-perceived performance, and used violent and non-violent games to control difficulty instead. I can see that violent video games could be related to topics such as self-esteem or interpersonal violence in romantic relationships but I couldn’t see how this manipulation was relevant in this study. In a similar case, the authors also collects demographics on relationship status which wasn’t mentioned in any analyes or conclusions. I think that these variables unnecessarily complicated the study without adequate focus throughout the paper.
I wonder whether self perceived performance would have such a large impact on self-perceived mate value (3 times stronger than objective performance) in cultures where objective performance is more valued when considering a romantic partner. In my upbringing as a chinese-australian I have noticed a difference in how self-performance is viewed between western and asian cultures. In my household, individual performance is typically defined by social status, and wealth, which would be considered objective measures of performance in the context of this paper. In cultures where subjective self-performance is hardly considered in self-evaluation, I wonder whether the authors would still find that self-perceived performance is a stronger moderator of self-perceived mate value than objective performance in people like my immigrant parents, who value their outward appearance and social hierarchy more than anything. I think it would be interesting to compare the results of studies in people of different cultural backgrounds or generations.
The take home message that I am left with after reading this paper is that people are capable of adapting perceptions of their own mate value with moment-to-moment feedback from their changing environment. Though I am sceptical that a 5 minute exposure to digital competition in video games is able to shift preferences in mate, I can see how this study is relevant to the modern world where the internet and social media provides opportunities for people to make rapid comparisons of themselves to others. I definitely agree that this study requires replication but I think that it may be interesting to investigate how this flexibility in self-perceived mate value would translate to mating-related behaviour for example, social sexual behaviour or sexual arousal which was also measured in the paper.
From this paper, we had to reproduce Table 1 which contains demographic statistics and Figure 1-6 as shown below. No means or SDs were reported for any mating related variables in this paper.