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TRANSCRIPT
Ping Pong: An Analysis of Flow Theory, Achievement Goal Theory, and Cultural Traditions in
Japan
9/27/11
Psychology of Sport
Stephanie Simpson
Optimal performance is a major focus in sports psychology. Psychologists have
conducted many studies to determine how several factors lead to optimal performance: player
orientation, the influence of the coach and the environment, and preparatory elements before as
well as during a game. In this paper, I will examine two major psychological theories, the Flow
Theory and the Achievement Goal Theory, in the Japanese film, “Ping Pong,” and the cultural
differences between Western philosophies on coaching, sports psychology and Japanese
coaching traditions.
The Flow Theory, developed by Mihaly Csikszentmihalyi, is defined as a positive
psychological state allowing athletes to fully concentrate on the task at hand and to feel a rhythm
that enables them to reach and maintain a state of optimal performance. There are nine elements
necessary to complete the state of Flow: challenge-skill balance, concentration on task,
transformation of time, merging of action awareness, sense of control, autotelic experience, clear
goals, loss of self-consciousness, and unambiguous feedback (Jackson, Ford, Kimiecik, &
Marsh, 1998). Examination of two characters from “Ping Pong” demonstrated the states of being
both in Flow and out of Flow.
In the first game between Peco and Dragon during the final tournament, Peco never fully
obtained a state of Flow (1:27:53). As he prepares to serve the ball, he says, “I need to take a
piss.” Clearly, Peco was lacking a concentration on the task and felt self-conscious. Instead of
mentally preparing himself, he bates the opponent through trash talking exchanges. As the game
continues, he becomes increasingly more self-conscious and begins to doubt his ability and skill.
A significant blow to his ego happens when Dragon returns his backhand shot, which Peco
considered his secret weapon (1:31:03). His knee injury becomes a physical obstacle to
overcome. As the game continues, he questions his ability to complete the match (1:33:12-
1:33:37). However, Peco is able to stop and center himself. He takes a few moments and finds
the “hero” with in. Realizing he can stop worrying about his knee and focus on having fun and
playing the game, he walks back to the table. His change in mental attitude is evident to
everyone. From that moment on, he has found his Flow (1:35:22). Cinematically, the use of
freeze frames depicts the sense of power and control Peco has achieved. When we hear his inner
monologue again, it is filled with positive thoughts including “the speed of sound and light”
(1:35:35). We see a merging of action awareness and a transformation of time, both key elements
to experiencing Flow.
Analyzing the same match but from Peco’s opponent, Dragon, we see other moments of
Flow and lack of Flow. At the match’s beginning, Dragon is clearly focused on the task at hand;
he has set goals and is in control. The close-up on his eyes and the strong athletic stance he
assumes (1:27:46-1:27:56) are visual examples of this power. Through the use of juxtaposing
slow motion with the quickness of the ball in real time (1:28:13), we see that time has been
transformed. Dragon finds a rhythm that allows him to perform at his highest potential; he is
even able to get a full turn in before returning Peco’s powerful backhand. Cinematically, the
faster paced music adds to this sense of rhythm (1:29:24). Unfortunately for Dragon, when Peco
finds his inner “hero,” changing his performance, Dragon’s rhythm is interrupted. He is not able
to maintain his sense of Flow (1:35:47). He begins to lose control, becomes more self-conscious,
and loses concentration. He even sees the image of the “hero” in Peco’s pupil coming to attack
him (1:37:03). The game is now in Peco’s rhythm and Dragon is trying to keep up.
In the third game, both players reach a state of Flow. Their controlled playing
underscores their focus, and most importantly they are playing with passion. Cinematically, this
high state of Flow is when the screen goes completely white, and all that remains is the table, the
ball, and the two players (1:39:32). Unfortunately, there is only one winner in ping-pong despite
the fact that both players have reached that desirous state of Flow. The continuous level of
playing becomes an autotelic experience (Jackson, 1998). No matter what their orientation may
be, athletes will always perform better when they reach their optimal Flow state. Regardless of
the outcome, they will feel accomplished.
According to the Achievement Goal Theory, athletes’ achievements are based on both
their internal and external motivations. There are two distinct orientations in which athletes and
their environments are categorized: ego orientation and task orientation. Ego orientation focuses
on the outcome and having a winning attitude. Ego orientated athletes typically have little
interest in practicing for improvement only, even though satisfaction is achieved only when they
are considered the best. Task orientation focuses more on the process than that of the outcome.
Task oriented athletes are still competitive players, but they find satisfaction through improving
skills and being challenged to grow (Harwood & Biddle, 2002). An athlete’s environment,
whether it is an ego or task oriented one, can have an effect on the athlete. Both the individual
orientation and the environment will influence the athletes overall behavior in terms of
responding to obstacles throughout their career. Athletes can experience both adaptive and
maladaptive behavior. Ego oriented athletes experience more maladaptive behavior because their
high perception of self-skill is compromised every time they do not win. Therefore, they
experience an unhappiness that can lead to poor motivation. Conversely, task oriented athletes in
a task oriented environment display adaptive behavior. They maintain satisfaction even in a loss
because they are more focused on self-improvement. Psychologists argue that a task-oriented
athlete experiences more optimal performance situations (Weinberg & Gould, 2011).
Examples of both ego orientation and task orientation are evident in the examination of
the previous two athletes. Peco is a prime example of an ego-oriented athlete. From the
beginning of the film, his ego-oriented traits are obvious in his always wanting to be the best,
telling people to call him “Mr.” Peco, and not wanting to go to practice (9:33, 2:07, 18:18). He is
surrounded by an ego-oriented environment. When he loses the first time to China and comes
back to his Granny’s ping-pong hall, a little boy makes fun of him (14:05). Because of his
orientation and the environment, his behavior is maladaptive. A good representation is when he
throws a temper tantrum on the train with Smile after he loses to China (13:30). He even decides
to quit playing ping-pong for a while when he doesn’t win as often as he thinks he should.
However, with the help of his Granny, he learns to be more task-oriented.
Granny is a task-oriented coach. She wants Peco to succeed and knows that he needs to
put more work into his training. When Peco decides to return to ping-pong, she won’t allow him
to hold a bat until he does the proper physical training (1:05:00). During the final tournament,
she even tells Peco that he shouldn’t continue playing due to his knee. She explains that he can
still obtain his dream of world champion down the line without playing this match, but if he
injuries himself again now, there may never be another chance (1:24:30). In the final game
against Smile, she doesn’t watch the match and instead talks with the high school coach. She
states that it is not important which boy wins. They both have worked hard and have grown
(1:45:10). Because of granny’s influence, Peco learns to enjoy the playing of ping-pong, rather
than just the winning. This shift in his orientation allows him to play more effectively and reach
his optimal performance (1:38:37).
Dragon, on the other hand, is a task-oriented athlete in the midst of an ego-oriented
environment. His teammates are very driven by winning, creating an environment of pressure
(1:38:10). However, when asked why and whom he plays ping-pong for, he firmly replies that he
does it for himself (1:21:16). He takes practicing, preparing, and pre-game meditation very
seriously. Even in his ego-oriented environment, his behavior is adaptive. When he knows he is
losing the final game to Peco, he thanks Peco for bringing him to such a high level of playing
and asks Peco to bring him there again because of the sheer joy he experienced (1:40:10-
1:40:32).
“Ping Pong” shows clear examples of both the Flow and Achievement Goal Theories, but
it also highlights the differences between Japanese and western cultures in respect to coaching,
training, and the use of sports psychology. Japanese culture and their ancient traditions influence
their sports greatly. The ideas of Bushido, or the way of the warrior, and Konjo, or guts, are key
elements in the training of the Japanese athlete (Kozuma, 2009). The film contains examples of
both ideas. When Dragon’s team first walks in, they are in a regimented, army-like group,
appearing frighteningly similar with shaved heads and serious facial expressions (21:06). The
other athletes make way for them, knowing they are a force to be reckoned with. Throughout the
film, Peco’s inner “hero” is depicted as a young warrior (3:54). This young warrior is a strong
presence not only to Peco, but also to Smile in finding strength and confidence when they are
playing in a game. The idea of Konjo is seen through Smile’s and Peco’s training. Each character
is shown working hard; Smile is even referred to as a machine (45:20). The training is
considered to be so important that Peco isn’t allowed to practice playing ping-pong until he has
met Granny’s physical expectations (1:05:52).
Another important aspect of Japanese culture is meditation. We see several examples of
how meditation is used throughout the film. Dragon always stands in the corner of a stall in the
bathroom before a match (1:19:02). Smile is constantly playing with his Rubik’s cube, especially
before and in between matches during the last tournament (1:26:22). Being able to concentrate
on the task of the Rubik’s cube allows him to center himself.
Many Japanese coaches are people who were once players themselves. Therefore, they
rely on their own experiences for coaching techniques instead of using theories developed by
sports psychologists. There is a clear hierarchy within the team. The coach is on top and
followed by the players with the highest skill. Several constructs of respect within this hierarchy
are evident in the movie such as bowing to higher ranked players, not making eye contact with
authority figures, not outdoing a teammate, and following the coach no matter what his tactics
may be (Kozuma, 2009). Dragon is the highest ranked player of his team. Other players refer to
him as “sir,” bow to him when they approach him, and many times stand behind him when
engaging in conversation (22:47). On Peco and Smile’s team, we see the ultimate respect of the
coach no matter what his tactics. When the coach is unhappy with Smile’s performance, he slaps
him to get his point across (39:48). Smile is a good example of a player who does not want to
outdo his teammate. Whenever he plays against Peco, he doesn’t play to win. One can infer that
he even let Peco win the final match in the tournament because it was not in him to outdo his
teammate and friend (1:49:03).
Through the analysis of different characters, events, and the film as a whole, we are able
to clearly see the characteristics of different types of athletes, their orientations, and the influence
of environment. We are also able to see the effects these different orientations have on achieving
optimal performance. In addition, we see what ideologies of the Japanese culture prove to be
effective and those that may be improved with the developments made in Western sports
psychology.
References
Harwood, C & Biddle, S. (2002). The application of achievement goal theory in youth sport. In I. M. Cockerill (Ed.), Solutions in Sport Psychology (pp. 58-64). International Thomson Business.
Jackson, S. A., Ford, S. K., Kimiecik, J. C., & Marsh, H. W. (1998). Psychological correlates of flow in sport. Journal of Sport and Exercise Psychology, 20, 358-378.
Kozuma, Y. (2009). Samurai & science: Sport psychology in Japan. In R. J. Schinke, & S. J. Hanrahan (Eds.), Cultural Sport Psychology (pp. 205-217). Champaign, IL: Human Kinetics.
Sori, F. (2002). “Ping Pong.” Viz Pictures.
Weinberg, R.S. & Gould, D. (2011). Foundations of Sport and Exercise Psychology (5th ed.). Champaign, IL: Human Kinetics.
Appendix
Outline
Introduction
- Introduce the Flow Theory
- Introduce Achievement Goal Theory
- Introduce how different cultures have different views on sports psychology
- Introduce the film “Ping Pong”
Analysis of Film using said Theories and Characters
Define Flow Theory
- Introduce the character Peco
o Talk about when he is in Flow in relationship to the flow
characteristics: challenge-skill balance, concentration, transformation
of time, etc.
Give the example of one of his final matches against Dragon
and analyze it.
o Talk about when his Flow is disrupted and/or prevented: lack of
concentration, too much awareness of self, etc
Give the example of his match against Dragon and analyze it.
- Introduce the character Dragon
o Talk about when he is in Flow: concentration in eyes, suspension of
time, etc
Give the example of his match against Peco
o Talk about when his Flow was disrupted: change in rhythm, sense of
control, etc.
Give the example of his last match of the film
- TRANSITION
Define Achievement Goal Theory
- Discuss Peco’s orientation
o Ego Oriented and maladaptive behavior
Give examples from the film and discuss
o Ego oriented environment except from his Granny
Give examples throughout the film
- Discuss Dragon’s orientation
o Task oriented and adaptive behavior
Give examples from the film
o Ego oriented environment
Give examples regarding his teammates
- Discuss Peco’s coach, Granny
o Task orientated and trying to create a task environment amidst all the
competition
Give examples from throughout the film
- TRANSITION
Cultural Aspects
- Talk about the Japanese culture and the ancient tradition that effects the sports
world
o Bushido, Konjo, meditation, and motivation
Give examples of each
- Talk about the hierarchy that is present in the culture
o Respect for coaches, outdoing teammate, eye contact
Give examples of each
- TRANSITION
Conclusion/Summary