/
Dreams and Video Game Play Dreams and Video Game Play

Dreams and Video Game Play - PowerPoint Presentation

conchita-marotz
conchita-marotz . @conchita-marotz
Follow
430 views
Uploaded On 2017-09-25

Dreams and Video Game Play - PPT Presentation

Jayne Gackenbach Athabasca University 2010 Canadian Game Studies Association Montreal Quebec gackenbachjmacewanca Slides available on wwwslidesharecom Why are dreams important ID: 590753

dreams dream video game dream dreams game video amp play media bizarreness gackenbach gamers threat lucid dreaming control nightmares

Share:

Link:

Embed:

Download Presentation from below link

Download Presentation The PPT/PDF document "Dreams and Video Game Play" is the property of its rightful owner. Permission is granted to download and print the materials on this web site for personal, non-commercial use only, and to display it on your personal computer provided you do not modify the materials and that you retain all copyright notices contained in the materials. By downloading content from our website, you accept the terms of this agreement.


Presentation Transcript

Slide1

Dreams and Video Game Play

Jayne

Gackenbach

Athabasca

University

2010 Canadian Game Studies Association

Montreal, Quebec

gackenbachj@macewan.ca

Slides available on

www.slideshare.com

Slide2

Why are dreams important?

Rich history across most cultures

Royal road to the unconscious – Freud

While opened up dreams as important, he also pathologized them

With discovery of REM sleep and the sleep laboratory, dreams entered science

While not local only to REM, those that are most recalled and most often puzzled about are typically REM dreamsSlide3

Why are dreams important?

Function of dreams increasingly clear

Evolutionary threat/play (Revonsuo; Humphrey)

Emotional Regulation, especially negative emotions (Kramer; Nielsen; Zadra)

Memory integration & consolidation (

Stickgold)

Problem-solving, creative inspiration (Barrett)

Metacognition (LaBerge; Kahan; Kahn)

All this serves personal and interpersonal needs if shared and processedSlide4

Media saturated societyVideo game play represents the most immersive and interactive media experience

Isn’t it all just incorporation?

Yes gamers dream about games

And no,

Example of value of studying gamers dreams...

Why study gamers dreams?

Gamers dreams show fundamental structural differences Slide5

Presence in Games and Dreams

Dreams have been called the “gold standard” for presence (sense of being there) in VR and games (

Revonsuo; Moller & Barbera)

Never measured until now (Gackenbach & Rosie, 2010)

Played Mirror’s Edge before sleep in lab

Gathered dreams for next two weeks

Presence measured after game and after dreamsSlide6

Presence sum score NO DIFFERENCE

Items (12) got 4 differences

8 NO DIFFERENCE

:

The dream/game caused real feelings and emotions for me.

(Dream > Game)

Overall how much did the things/people in the dream/game look like they would if you had experienced them in waking reality?

(Dream > Game)

How much did you feel like the events of the dream/game were happening to you?

(Dream > Game)

How often did you feel "My body was in bed, but my mind was inside my dream" or "My body was in this room, but my mind was inside the environment I saw/heard"?

(Game > Dream)

Presence in Games and DreamsSlide7

Gamer Defined

Play video games on average several times a week

Typical playing session more than 1 or 2 hours

Played 50 or more video games over your lifetime

Been playing video games since before grade three

Type of Game Preferred only considered in latest studies, seemed to make no difference 5 years agoSlide8

Dream Dimensions Examined

Lucid and Control Dreams

Bizarreness and Creativity

Nightmares and Threat SimulationSlide9

Lucid – Control Dreams

Gackenbach, J.I. (2006). Video game play and lucid dreams: Implications for the development of consciousness.

Dreaming

, 16(2), 96-110.

Gackenbach, J.I. & Kuruvilla, B. (2008). Video game play effects on dreams: Self-evaluation and content analysis.

Eludamos. Journal for Computer Game Culture.

2(2), 169-186.

Gackenbach, J.I. (2009). Video Game Play and Consciousness Development: A Replication and Extension. International Journal of Dream Research

, 2(1), 3-11.Slide10

Lucid – Control Dreams & Gaming

Subject #014: Lucidity triggered by an event

Michael: Well, once Jean Grey

(

a marvel comic and video game character

)

got loose and started killing people, I was like this is really weird this is probably a dream and it was like right after that she showed up and I told myself that I need to wake up. I thought that something bad was supposed to happen and I didn’t want it to happen so I should wake up.

Gackenbach, et al. (2009) Slide11

Control Dreaming

2= rarely

3=

sometimesSlide12

Lucid Dreaming

2= rarely

3=

sometimesSlide13

Methodological Refinement

Gackenbach, J.I. (2009) Electronic media and lucid-control dreams: Morning after reports.

Dreaming

, 19(1), 1-6.Slide14

Methodological Refinement

Previous studies long term retrospective memory

Collected

Dream report

and when

Normal

sleep length

and rested amountQuestions on media use history and media used the day before dream

Questions reflecting about dream reportedDreams (N=152) for analysis were chosen if:

Last night

Rested (had typical amount of sleep)Slide15

Factor 1

Clarity of dream

-.001

Lucidity

.391

Type of Observer (hi=3

rd

per)

.121

Control

.527

Nightmare

.185

Electronic media

.025

mean of

audio

only media (phone, radio, CD/mp3)

.436

mean of

audio and video

media (TV/DVD, movie)

.413

mean of

interactive media

(computer/internet,

vid

gm)

.718

gamer groups

(0 = non-gamer, 1 = low, 2 = mod, 3 = high)

.653

Last night, rested dreams, N = 152

Principal Component Factor Analysis on Dream, Gamer and Media Use

Dreams Self Labeled

Day Before Media UseSlide16

Parallels video gaming/lucidity

Video game Play

video games technologically constructed

alternative realities

Video gaming has been associated with improved

spatial skills

Low motion sickness

needed to play a lot

High

absorption

is reported by players

Lucid/control dreams

Dream worlds

biologically constructed alternative realities

Lucid dreamers show better

spatial skills

Lucid dreamers have

better vestibular systems

(not susceptible to motion sickness)

Meditation is highly associated with lucidity

and is training in developing one pointed

absorption

Self selection?

Yes and NoSlide17

Bottom Line

Gaming is too wide spread to reduce to purely self selection

There is increasing social pressure to play

Gaming is only one part of our networked life

Percent growth in US 2006-2007Slide18

Original Dream Content Analysis

Hall &Van de Castle Coding System

Frequency equals intensity

High inter-rater reliability

Well developed norms

Uses categories which are pertinent to waking concerns that may influence dreaming.

Those that lead to further research were:

characters, aggression and misfortune.

Gackenbach

, J.I.,

Matty

, I.,

Kuruvilla

, B.,

Samaha

, A. N.,

Zederayko

, A.,

Olischefski

, J. & Von

Stackelberg

, H. (2009). Video game play: Waking and dreaming consciousness. S.

Krippner

(Ed.),

Perchance To Dream

, Hauppauge, NY: Nova Science Publishers, p. 239-253.

27 gamers

56

dreams

male

normsSlide19

Significant Differences from Male Norms

More dead or imaginary characters

appearing in dream reports (21% vs 0%).

Why be human in a game? They have fewer powers than other types of creatures.

Slide20

Dead or Imaginary Characters

Subject 001- Dream 11

“I dreamt I was a character is Underworld 2, it was a werewolf character and then I became a 3rd person. It was the two main characters, it was the vampire girl and a hybrid werewolf character and I was another werewolf character beside them and we went into a vampire coven and we got to the weapons section of the vampire coven and then I woke up”

Later looked at bizarreness due to this findingSlide21

Dream Aggression

Smaller number of dreams with aggression

(32% vs 47%)

Yet

more intense aggression

(namely physical aggression, 86% vs 50%)

when it happened

Slide22

Dream Aggression Example

Subject 002- Dream 6

“… I went outside … with my cat and shot these criminals that were trying to eat my dad and they were on top of my dad trying to eat his arms and he was fighting them off, and they were trying to hold him down and bite his shoulders and there was blood and stuff. And it was a very graphic shootout for a dream; it was very blood and guts ya know? And when I ran out of ammunition there was like pistol whipping and stuff going on and that one sticks out in my mind because it was very graphic…”.Slide23

Dream Misfortunes

Fewer Misfortunes

(7% vs 36%)

Fewer Bodily Misfortunes

(0% vs 29%)

Thus

less victim /more control

Aggression and misfortune findings lead to threat simulation and nightmare questionsSlide24

Dream Bizarreness

Gackenbach, J. I., Kuruvilla, B., & Dopko, R. (2009). Video game play and dream bizarreness.

Dreaming,

19(4), 218-231.

Gackenbach, J.I. & Dopko, R. (in submission). The Relationship between Video Game Play, Dream Bizarreness, and Creativity.

Consciousness and Cognition

.Slide25

Domhoff – 2007 meta-analysisdreams are more coherent, patterned and thoughtful than previously suggested

still some bizarreness in adult dreams

far less than what was expected based

Illusion of Dream BizarrenessSlide26

Methods

Study 1: Recent Dreams

Self reported dream questions

Various media use information

Study 2: Two Week Online Dream Diary

Features that were bizarre for subject

Various media use information

Torrance Test of Creative Thinking (TTCT) Verbal and the figural tests

Revonsuo & Salmivalli Content AnalysisSlide27

Covariates: sex, # words in dream,

# hours of video game play day before dream

Dreams were

279 from low end gamers and 162 from high end gamers

Unusual (subject)

Bizarre (judges)

Non-bizarre

(judges)

Low Game Group

High Game GroupSlide28

Torrance Tests of Creative Thinking

No gamer group difference for verbal test

Significant differences for figural test favoring high gamer groupSlide29

1

2

3

4

5

Game

history sum of z-scores

-.317

.748

-.260

.097

-.026

Mean # hours played video game pre-dreams

-.304

.699

-.188

-.125

-.156

Sex

of subject (1=M; 2=F)

.402

-.640

.282

-.115

-.047

Average number of words in dreams

.885

.183

-.145

.095

-.050

Number of dream reported in diary

.490

.213

.135

.518

.117

Dream recall

sum of z-scores

-.158

.150

.256

.652

.282

Discontinuous bizarreness mean

.708

.256

-.102

-.294

-.210

Vague bizarreness mean

.350

.168

-.409

.016

.656

Incongrous

overall

bizarreness

mean

.647

.473

.075

-.302

.085

Non-bizarreness mean

.813

-.038

.054

.266

-.222

Average of sums of dream unusual elements

.016

.240

.572

-.422

.534

Verbal creativity sum

.005

.186

.799

.007

-.037

Figural

creativity

sum

-.097

.563

.428

.073

-.331

Gaming, Bizarreness & CreativitySlide30

Factor Analysis on Game Play, Lucid Related Dream & Bizarreness Variables

Video game history (freq,

length, # games, age begin)

.760

-.214

.377

.101

Video Games played day before dream

.694

-.127

.467

-.025

Recent

Dream

-

Lucidity

.305

-.258

-.746

-.158

Recent

Dream

-

Type of

Observer (Hi=observer)

.271

-.028

-.060

-.806

Recent

Dream

-

Control

.570

-.239

-.447.215nonbizarreness mean.071.706-.035-.119vagueness variables mean.322.371.129.196discontinuous mean.047.642-.187.242Incongruous distorted sum.324.384-.043-.311Incongruous exotic sum.378.482-.159.051Incongruous impossible sum.282-.121-.243.355

Gaming loads with and without lucidity-control

but with lucidity-control you have bizarrenessGackenbach, J.I. & Hunt, H. (2010, April).

Video Game Play and Lucid Dreaming as Socially Constructed Meditative Absorption. Paper to be presented at the biannual meeting entitled "Toward a Science of Consciousness" sponsored by the University of Arizona, Tucson, Arizona.Slide31

Nightmares & Threat Simulation

Gackenbach, J.I. & Kuruvilla, B. (2008). The relationship between video game play and threat simulation dreams.

Dreaming

, 18(4), 236-256.Slide32

Threat Simulation Theory

dreaming is an adaptive process with an evolutionary foundation (Revonsuo, 2000).

dreaming allows us to simulate threatening situations in the safety of a virtual environment of dreams.

continued practice would allow an individual to better prepare for these possibly dangerous instances, were they to arise in the waking worldSlide33

Dreams Collected

Online Questionnaires

night before dreams only,

average hours since dream to recollection being under one hour

minimum word count of 40 words

98 participants/dreams

35 males

63 femalesSlide34

1

2

S

ex

of subject: Male=1; female=2

-.011

-.589

Z-score for gamer type

-.015

.453

M

ean

objective rating of

video game

.040

.901

P

ercent

of maximum length of play score

.047

.817

T

ype

of game sum

favorite

+ current

-.029

.458

Mean for

TV

violence rating

.368

.132

Mean

movie

violence rating

.333

.189Threat simulation present=2, absent=1.917-.090Nature of threat recoded no harm to aggressive .903-.060Sum of the number of threats from target threat.936-.080Severity of threat recoded,

none to life threat

.908

-.097

Dream recall

.119

.085

L

ucidity

in dream

-.062

.129

Observer point of view in dream

.137

-.074

C

ontrol

in dream

.143

.054

Was dream a

nightmare

.690

-.023

D

ream

scariness

.526

-.034

D

ream

violence

.511

.314

Day BeforeMedia Use

Threat Simulation

Self Report on Dream

Gaming

Principle Component Factor Analysis of Media, Threat Simulation Intensity, and Dream Self Evaluation VariablesSlide35

Nightmares versus Bad Dreams

Le, H. & Gackenbach, J. (2009).

Nightmares of Video Game Players: What do They Look Like?

Paper presented at the annual meeting of the International Association for the Study of Dreams, Chicago, ILL.Slide36

Method

Participants

231 low- and 222 high end gamers

Instruments

Media usage

questionnaire

Impactful dreams questionnaire (

Lucid, Nightmares, Mystical, and Bad dreams)Content AnalysisHall and Van de Castle’s

method for content analysis (HVDC)Slide37

HVDC Aggression Sum Score

Nightmares

Bad Dreams

Low Game Group

High Game GroupSlide38

HVDC Misfortune Sum Score

Bad Dreams

Nightmares

Low Game Group

High Game GroupSlide39

Judge

Rated Emotionality (HVDC)

Consistent findings with previous research

Nightmares had more negative emotions than bad dreams

No interaction with gaming groupSlide40

Self-Rated

Emotionality Scale of Dream

Self rated emotions:

anger

, awe, sexual arousal, anxiety, fear, guilt, frustration, sadness, hatred, happiness, jealousy, and embarrassment

Negative emotions (anxiety, frustration, and fear) were found to be higher in bad dreams for high-end gamers

While positive emotions (sexual arousal and happiness) were found to be greater in nightmares for high end gamers!!!

No gamer group difference or dream type differenceSlide41

Hall & Van de Castle Content Analysis of Lucid

vs

Nonlucid

Dreams of Gamers from 4 Previous Studies

Gender

Dream

Row totals

male

Lucid

53

male

nonlucid

219

female

Lucid

27

female

nonlucid

131

total

430

Gackenbach, J.I. & Hunt, H. (2010, April).

Video Game Play and Lucid Dreaming as Socially Constructed Meditative Absorption

. Paper to be presented at the biannual meeting entitled "Toward a Science of Consciousness" sponsored by the University of Arizona, Tucson, Arizona.Slide42

Lucidity Dream Type Differences among Gamers

Significant difference variables

All gamers

Nonlucids

All gamers

Lucids

Social Interaction Percents

Aggressor Percent

26%

44%

Settings

Familiar Setting Percent

50%

35%

Self-Concept Percents

Self-Negativity

Percent

85%

65%

Dreamer-Involved

Success Percent

38%

77%

Dreams with at Least One:

Sexuality

03%

10%

Success

07%

14%Slide43

Participant - Observer Gamer

Opinion of how video games enter into dreams

Lucidity, bizarreness, yes.

Aggression, sometimes.

nightmares very rare

3

rd

person

“I’ve just noticed that sometimes I’m just there as a hovering spirit watching things go on and I don’t really have a role … I don’t even pop up in my dreams, it’s just like I’m watching a movie … I feel emotion definitely regardless of whether or not I’m the person involved” –

s16Slide44

Conclusions & Implications

Lucidity/control

Do these preliminary results imply that lucid/control dreaming will become widespread given the saturation of media?

Bizarreness

Are gamers semantic networks more diverse?

Aggression/Threat Simulation

Does gaming protect the person against nightmares?Slide45

For more information....

Email for slides and/or papers:

gackenbachj@macewan.ca

or

www.slideshare.com

Some of presentation summarized in this book chapter

Gackenbach, J.I., Kuruvilla, B., Dopko, R. & Le, H. (2010). Chapter 5: Dreams and video game play. In F. Columbus (Ed.), Computer Games: Learning Objectives, Cognitive Performance and Effects on Development

, Hauppauge, NY: Nova Science Publishers.