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Dreams and Video Game Play
Jayne Gackenbach
Athabasca University
2010 Canadian Game Studies Association
Montreal, Quebec
gackenbachj@macewan.ca
Gackenbach, J.I. (2010, May). Dreams and Video Game Play. Paper
presented at the annual meeting of the Canadian Game Studies
Association, Montreal.
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 dreams
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 processed
• Media saturated society
– Video 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
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 dreams
• 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 Dreams
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 ago
Dream Dimensions Examined
•Lucid and Control Dreams
•Bizarreness and Creativity
•Nightmares and Threat
Simulation
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.
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)
Control Dreaming
In Class Data Collection
2.05
2.1
2.15
2.2
2.25
2.3
2.35
2.4
2.45
2.5
Low Video
Game Play
Medium Video
Game Play
High Video
Game Play
ControlDreaming
2=
rarely
3=
sometimes
In Class Data Collection
2.3
2.35
2.4
2.45
2.5
2.55
2.6
2.65
2.7
2.75
Low Video
Game Play
Medium Video
Game Play
High Video
Game Play
LucidDreamingFrequency
Lucid Dreaming
2=
rarely
3=
sometimes
Methodological Refinement
• Gackenbach, J.I. (2009) Electronic
media and lucid-control dreams:
Morning after reports. Dreaming,
19(1), 1-6.
Methodological Refinement
• Previous studies long term retrospective memory
• Collected Dream report and when
• Normal sleep length and rested amount
• Questions on media use history and media used
the day before dream
• Questions reflecting about dream reported
• Dreams (N=152) for analysis were chosen if:
– Last night
– Rested (had typical amount of sleep)
Factor 1
Clarity of dream -.001
Lucidity .391
Type of Observer (hi=3rd 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
Parallels video gaming/lucidity
• Video game Play
1. video games
technologically
constructed
alternative realities
2. Video gaming has been
associated with
improved spatial skills
3. Low motion sickness
needed to play a lot
4. High absorption is
reported by players
• Lucid/control dreams
1. Dream worlds
biologically constructed
alternative realities
2. Lucid dreamers show
better spatial skills
3. Lucid dreamers have
better vestibular
systems (not susceptible
to motion sickness)
4. Meditation is highly
associated with lucidity
and is training in
developing one pointed
absorption
Self selection?
Yes and No
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 2006-2007
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 norms
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.
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 finding
Dream Aggression
• Smaller number of
dreams with
aggression (32% vs
47%)
• Yet more intense
aggression (namely
physical aggression,
86% vs 50%) when it
happened
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…”.
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
questions
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.
• Domhoff – 2007 meta-
analysis
– dreams 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 Bizarreness
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 Analysis
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 Group
Torrance Tests of Creative Thinking
• No gamer group difference for verbal test
• Significant differences for figural test
favoring high gamer group
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 & Creativity
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 .215
nonbizarreness mean .071 .706 -.035 -.119
vagueness variables mean .322 .371 .129 .196
discontinuous mean .047 .642 -.187 .242
Incongruous distorted sum .324 .384 -.043 -.311
Incongruous exotic sum .378 .482 -.159 .051
Incongruous impossible sum .282 -.121 -.243 .355
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.
Nightmares & Threat Simulation
• Gackenbach, J.I. & Kuruvilla, B. (2008). The
relationship between video game play and
threat simulation dreams. Dreaming, 18(4),
236-256.
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
world
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 females
1 2
Sex of subject: Male=1; female=2 -.011 -.589
Z-score for gamer type -.015 .453
Mean objective rating of video game .040 .901
Percent of maximum length of play score .047 .817
Type of game sum favorite + current -.029 .458
Mean for TV violence rating .368 .132
Mean movie violence rating .333 .189
Threat simulation present=2, absent=1 .917 -.090
Nature of threat recoded no harm to aggressive .903 -.060
Sum of the number of threats from target threat .936 -.080
Severity of threat recoded, none to life threat .908 -.097
Dream recall .119 .085
Lucidity in dream -.062 .129
Observer point of view in dream .137 -.074
Control in dream .143 .054
Was dream a nightmare .690 -.023
Dream scariness .526 -.034
Dream violence .511 .314
Principle
Component
Factor
Analysis of
Media,
Threat
Simulation
Intensity,
and Dream
Self
Evaluation
Variables
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.
Method
• Participants
– 231 low- and 222 high end gamers
• Instruments
– Media usage questionnaire
– Impactful dreams questionnaire (Lucid,
Nightmares, Mystical, and Bad dreams)
• Content Analysis
– Hall and Van de Castle’s method for content
analysis (HVDC)
HVDC Aggression Sum Score
Gaming Groups (1=low; 2=high)
2.001.00
EstimatedMarginalMeans
1.75
1.50
1.25
1.00
0.75
2.00
1.00
1=bad 2=ntmr
Estimated Marginal Means of aggression sum
Nightmares
Bad Dreams
Low Game Group High Game Group
HVDC Misfortune Sum Score
Gaming Groups (1=low; 2=high)
2.001.00
EstimatedMarginalMeans
0.3
0.25
0.2
0.15
0.1
2.00
1.00
1=bad 2=ntmr
Estimated Marginal Means of misfortune body
Bad Dreams
Nightmares
Low Game Group High Game Group
Judge Rated Emotionality (HVDC)
• Consistent findings with previous
research
• Nightmares had more negative
emotions than bad dreams
• No interaction with gaming group
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!!!
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.
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%
Participant - Observer Gamer
Opinion of how video games enter into dreams
• Lucidity, bizarreness, yes.
• Aggression, sometimes.
• nightmares very rare
• 3rd 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” – s16
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?
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.

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Dreams and video game play games cgsa 2010

  • 1. Dreams and Video Game Play Jayne Gackenbach Athabasca University 2010 Canadian Game Studies Association Montreal, Quebec gackenbachj@macewan.ca Gackenbach, J.I. (2010, May). Dreams and Video Game Play. Paper presented at the annual meeting of the Canadian Game Studies Association, Montreal.
  • 2. 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 dreams
  • 3. 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 processed
  • 4. • Media saturated society – Video 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
  • 5. 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 dreams
  • 6. • 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 Dreams
  • 7. 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 ago
  • 8. Dream Dimensions Examined •Lucid and Control Dreams •Bizarreness and Creativity •Nightmares and Threat Simulation
  • 9. 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.
  • 10. 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)
  • 11. Control Dreaming In Class Data Collection 2.05 2.1 2.15 2.2 2.25 2.3 2.35 2.4 2.45 2.5 Low Video Game Play Medium Video Game Play High Video Game Play ControlDreaming 2= rarely 3= sometimes
  • 12. In Class Data Collection 2.3 2.35 2.4 2.45 2.5 2.55 2.6 2.65 2.7 2.75 Low Video Game Play Medium Video Game Play High Video Game Play LucidDreamingFrequency Lucid Dreaming 2= rarely 3= sometimes
  • 13. Methodological Refinement • Gackenbach, J.I. (2009) Electronic media and lucid-control dreams: Morning after reports. Dreaming, 19(1), 1-6.
  • 14. Methodological Refinement • Previous studies long term retrospective memory • Collected Dream report and when • Normal sleep length and rested amount • Questions on media use history and media used the day before dream • Questions reflecting about dream reported • Dreams (N=152) for analysis were chosen if: – Last night – Rested (had typical amount of sleep)
  • 15. Factor 1 Clarity of dream -.001 Lucidity .391 Type of Observer (hi=3rd 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
  • 16. Parallels video gaming/lucidity • Video game Play 1. video games technologically constructed alternative realities 2. Video gaming has been associated with improved spatial skills 3. Low motion sickness needed to play a lot 4. High absorption is reported by players • Lucid/control dreams 1. Dream worlds biologically constructed alternative realities 2. Lucid dreamers show better spatial skills 3. Lucid dreamers have better vestibular systems (not susceptible to motion sickness) 4. Meditation is highly associated with lucidity and is training in developing one pointed absorption Self selection? Yes and No
  • 17. 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 2006-2007
  • 18. 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 norms
  • 19. 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.
  • 20. 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 finding
  • 21. Dream Aggression • Smaller number of dreams with aggression (32% vs 47%) • Yet more intense aggression (namely physical aggression, 86% vs 50%) when it happened
  • 22. 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…”.
  • 23. 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 questions
  • 24. 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.
  • 25. • Domhoff – 2007 meta- analysis – dreams 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 Bizarreness
  • 26. 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 Analysis
  • 27. 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 Group
  • 28. Torrance Tests of Creative Thinking • No gamer group difference for verbal test • Significant differences for figural test favoring high gamer group
  • 29. 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 & Creativity
  • 30. 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 .215 nonbizarreness mean .071 .706 -.035 -.119 vagueness variables mean .322 .371 .129 .196 discontinuous mean .047 .642 -.187 .242 Incongruous distorted sum .324 .384 -.043 -.311 Incongruous exotic sum .378 .482 -.159 .051 Incongruous impossible sum .282 -.121 -.243 .355 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.
  • 31. Nightmares & Threat Simulation • Gackenbach, J.I. & Kuruvilla, B. (2008). The relationship between video game play and threat simulation dreams. Dreaming, 18(4), 236-256.
  • 32. 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 world
  • 33. 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 females
  • 34. 1 2 Sex of subject: Male=1; female=2 -.011 -.589 Z-score for gamer type -.015 .453 Mean objective rating of video game .040 .901 Percent of maximum length of play score .047 .817 Type of game sum favorite + current -.029 .458 Mean for TV violence rating .368 .132 Mean movie violence rating .333 .189 Threat simulation present=2, absent=1 .917 -.090 Nature of threat recoded no harm to aggressive .903 -.060 Sum of the number of threats from target threat .936 -.080 Severity of threat recoded, none to life threat .908 -.097 Dream recall .119 .085 Lucidity in dream -.062 .129 Observer point of view in dream .137 -.074 Control in dream .143 .054 Was dream a nightmare .690 -.023 Dream scariness .526 -.034 Dream violence .511 .314 Principle Component Factor Analysis of Media, Threat Simulation Intensity, and Dream Self Evaluation Variables
  • 35. 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.
  • 36. Method • Participants – 231 low- and 222 high end gamers • Instruments – Media usage questionnaire – Impactful dreams questionnaire (Lucid, Nightmares, Mystical, and Bad dreams) • Content Analysis – Hall and Van de Castle’s method for content analysis (HVDC)
  • 37. HVDC Aggression Sum Score Gaming Groups (1=low; 2=high) 2.001.00 EstimatedMarginalMeans 1.75 1.50 1.25 1.00 0.75 2.00 1.00 1=bad 2=ntmr Estimated Marginal Means of aggression sum Nightmares Bad Dreams Low Game Group High Game Group
  • 38. HVDC Misfortune Sum Score Gaming Groups (1=low; 2=high) 2.001.00 EstimatedMarginalMeans 0.3 0.25 0.2 0.15 0.1 2.00 1.00 1=bad 2=ntmr Estimated Marginal Means of misfortune body Bad Dreams Nightmares Low Game Group High Game Group
  • 39. Judge Rated Emotionality (HVDC) • Consistent findings with previous research • Nightmares had more negative emotions than bad dreams • No interaction with gaming group
  • 40. 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!!!
  • 41. 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.
  • 42. 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%
  • 43. Participant - Observer Gamer Opinion of how video games enter into dreams • Lucidity, bizarreness, yes. • Aggression, sometimes. • nightmares very rare • 3rd 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” – s16
  • 44. 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?
  • 45. 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.

Hinweis der Redaktion

  1. As just seen in the bizarreness study, in several studies, with increasing methodological sophistication, Lucid/control dreams and gaming have been found to be associated. Here is an example – push audio button
  2. Video gaming is one of the fastest growing entertainment industries with revenues arguably the same as or greater than the movie industry depending on how you count. Therefore gaming is too wide spread to reduce to purely self selection. There is something enticing about being in virtual worlds and there is increasing social pressure to play.
  3. In this factor analysis there are three types of variables: gaming, dream type, and dream bizarreness. Gaming is entered both as history of game play (sum of z-scores of frequency of play, length of play, number of games played and age begun playing) and as day before the dream game play. Dreamers were asked to identify if the dream was lucid, had a third person perspective (observer) and controlablity. Finally subscales from the Revonsuo and Salmivalli scale were entered. It can be seen that gaming was associated with and without lucidity-control but with lucidity-control you have bizarreness. Thus the notion of gaming as mythological re-enactment is supported at a deeply unconscious level.
  4. In order to further delve into the lucidity/gamer relationship let’s now turn our attention to a content analysis of Lucid vs Nonlucid Dreams of Gamers from 4 Previous Studies. We used the Hall & Van de Castle Content Analysis system. While not as many female as male dreams nor as many lucid as nonlucid dreams still there is enough to consider if there are differences WITHIN GAMERS between their lucid and their nonlucid dreams.
  5. Using Schneider and Domhoff’s SAT spreadsheet, we found that lucid dreams for gamers were more aggressive than their nonlucid dreams. The settings were less familiar. There was less self negativity with more general success and dreamer involved success. Finally there was more sexual elements in these gamers dreams. In short, these are the differences one would expect with lucid-control dreaming, in which lucid dreams deliberately tend toward an overall much more positive dream atmosphere. Although there was no differences in dream types in dream emotions that reached significance. The one apparent exception is the higher physical aggression in lucid than in non-lucid dreams of gamers. However, given the otherwise positive dream experience, it is likely that the gamers themselves view their often consciously deliberate aggression in these lucid dreams positively, much as they do in gaming.