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SOCIAL MEDIA VS GAMING AND DREAMS
Supplemental Materials
Social Media versus Gaming Associations with Typical and Recent Dreams
by J. Gackenbach & A. Boyes, 2014, Dreaming
http://dx.doi.org/10.1037/a0037616
Genre preferences modifications
Research participants were asked about their favorite genres. The top three favorite
choices of 14 offered were converted to ones and all other ranks to zeros. Based on previous
research in our laboratory, Gackenbach & Bown (2011), we then weighted genre preferences by
presence, i.e., the felt sense of being there in the media experience. The highest in presence were
action and adventure genres. The Action genres were first person shooters (FPS) and fighting
games. Means were computed of these as 1st-3rd favorite genres. Adventure genres offered in
this list of potential favorites were real time strategy, strategy, and simulation. Means for these
adventure genres when chosen as 1st-3rd favorite were computed. In the same manner, those
moderate in presence, role playing games (RPG) and Sport had means computed. RPG genre
consisted of Massively Multiplayer Online Games (MMO) and role playing games which were
chosen as 1st-3rd favorites. The second moderate presence genre, Sport, consisted of
driving/racing and sport type games. Means were computed of those chosen as 1st-3rd favorite
genre. Finally the lowest in presence was reported by Gackenbach and Bown (2011) as the
Casual genre. The mean of puzzle, card, and board type games as well as other type games were
computed if rated as 1st-3rd favorite genres. Each of these computed means was then weighted
by multiplying each genre mean by unadjusted presence mean of that genre as below:
1
SOCIAL MEDIA VS GAMING AND DREAMS
Action mean x 106
Adventure mean X 99
RPG mean X 95
Sport mean X 82
Casual mean X 70
Conversions done to social media data
As with the genre data for video game play, various adjustments were also made to the
social media data. Several questions about cell phone use were included in identifying the SMU
groups. These were accessing social media from their phones questions (cell use 3 social media
sum) and the self-report of number of texts per day. Social Media Use (SMU) questions adapted
included:
SMU sum of activities
SMU sum of profiles (Facebook, linked in, twitter, game, instagram, tumblr, pinterest,
other)
SMU mean length of use for each social media
SMU mean frequency of use for each social media
SMU Facebook, mean of frequency of activities on Facebook
Dream Recall and Nightmare Self Report Analysis. To further examine any potential
differences between media use groups, three additional variables were considered: typical dream
recall, typical nightmares, and psychological boundaries. There were no group differences in
dream recall or nightmares: i.e., VGP dream recall F(1,404)=1.315, p=.252; SMU group dream
recall F(1,404)= 1.147, p=.285; VGP x SMU group dream recall F(1, 404)= .515, p= .515; VGP
2
SOCIAL MEDIA VS GAMING AND DREAMS
nightmares F(1,406)=.057, p=.811; SMU nightmares F(1,406)=2.219, p=.137; VGP x SMU
group nightmares F(1,406)=.623, p=.430.
Threat and Central Image. A separate pair of judges coded the same dreams that were
coded for the HVDC on threat simulation and central imagery. The same VGP group by SMU
group ANCOVAs were computed on these judges’ evaluation, and again utilizing the time the
dream occurred as a covariate in order to control for memory differences across time. The
ANCOVA for central image intensity was not significant. Gamer group F(1,140)=.539, p=.464,
social media use group F(1,140)=.725, p=.396, gamer group x social media use group
F(1,140)=.632, p=.428.
The ANCOVAs for the four threat simulation variables that could be treated as
continuous were also not significant. For the threat simulation variable: VGP F(1,84)=.590,
p=.445, SMU F(1,84)=.602, p=.440, VGP x SMU F(1,84)=.120, p=.730; nature of threat
variable: VGP F(1, 47)=.0001, p=.987, SMU F(1, 47)=.755, p=.389, VGP x SMU
F(1,47)=2.773, p=.103; target of threat: VGP F(1,47)=2.147, p=.149, SMU F(1,47)=.989,
p=.325, VGP x SMU F(1,47)=.025, p=.875; and severity of threat: VGP F(1,47)=.317, p=.317,
SMU F(1, 47)=.297, p=.589, VGP x SMU F(1,47)=.144, p=.706.
3
SOCIAL MEDIA VS GAMING AND DREAMS
4
Table 6
Video Game Variables Varimax Rotated Factor Analysis*
.5 cutoff
1
2
3
4
How often do you typically play video games?
.807
.121
.262
How long is your typical playing session?
How many different video games in any format have you played in your
lifetime?
How old were you when you played your first video game?
.703
.711
.115
.139
.227
.253
.011
.062
.015
.236
.286
.048
Weighted action genre mean x presence mean (106)
.105
.022
.726
Weighted adventure genre mean x presence mean (99)
Weighted RPG genre mean x presence mean (95)
.046
.234
.046
.403
.051
.015
.690
Weighted sport genre mean x presence mean (82)
.224
Read books, comics, blogs, and/or news reports about video games?
Think about a video game outside of the time you are playing the game?
Talk about video games with friends online or off?
Watch videos about games or gaming related topics?
SMU length-Game based (e.g., X-box Live, Playstation Network)
.003
.260
.519
.783
.810
.781
.740
SMU frequency-Game based (e.g., X-box Live, Playstation Network)
.751
.170
SMU reasons...-Keeping up with game related status, news and updates
.612
Social...-Play or talk about video games together
.787
.066
.128
.129
.920
.279
.220
.293
.061
.272
.172
.195
.138
.130
.154
.081
Weighted casual genre mean x presence mean (70)
*.5 cutoff for interpretation with factor scores saved as variables.
.874
.223
.115
.158
.037
.196
.796
.024
.137
.172
.156
.183
.109
.121
.003
.130
SOCIAL MEDIA VS GAMING AND DREAMS
5
Table 7
Social Media Variables Varimax Rotated Factor Analysis*
1
2
Cell use 3 social media sum
Cell average day how many text messages
SMU sum of activities
SMU sum of profiles
SMU mean length of use
.613
.195
.637
.915
.858
SMU mean frequency of use
SMU Facebook, mean of frequency of activities
Facebook how many people on friends
.796
.178
.042
.471
.554
.371
.094
.016
.297
.837
.867
*.5 cutoff for interpretation with factor scores saved as variables.
SOCIAL MEDIA VS GAMING AND DREAMS
6
Table 8
T-Tests on Social Media Use (SMU) Factor 2 Variables Broken Down as a Function of a Median Split on
SMU Factor 1 Factor Scores
*Facebook how many people on
friends
*Facebook status change frequency
*Facebook click the “like” button
next to other people's status, wall, or
links
*Facebook click the “like” button on
non-Facebook websites
*Facebook comment on other
people’s status, wall, photos or links
on Facebook?
Facebook send private Facebook
messages?
YouTube or Vimeo watch frequency
*Cell use 3 social media sum
*Cell average day how many text
messages
*Significant difference.
SMU
groups
N
Mean
Std.
Deviatio
n
high
low
high
low
high
low
219
220
219
220
219
220
6.87
6.13
3.06
2.79
4.89
4.30
3.183
3.284
1.339
1.287
1.828
1.821
high
low
high
low
219
220
219
220
1.89
1.62
3.97
3.41
1.385
.974
1.624
1.618
high
low
high
low
high
low
high
low
219
220
217
218
219
220
219
220
3.64
3.40
2.62
2.56
1.5662
.8455
4.34
3.92
1.623
1.651
.541
.583
.64178
.52667
1.630
1.407
SOCIAL MEDIA VS GAMING AND DREAMS
7
Table 9
Typical Dream Questionnaire Varimax Rotated Factor Analysis*
Varimax rotated factor matrix
Factor#/name
1
2
3
4
5
6
7
8
9
10
11
12
13
TDQ-1. Being chased or
pursued, but not physically
injured
TDQ-2. Being physically
attacked (beaten, stabbed,
raped, etc.)
TDQ-3. Trying again and
again to do something
TDQ-4. Being frozen with
fright
TDQ-5. Eating delicious
foods
TDQ-6. Arriving too late, e.g.,
missing a train)
TDQ-7. Swimming
3 Chase/fear
.087
.077
.676
.281
.030
.070
.027
.104
.072
.041
.014
.008
.188
4 Murder
.085
.105
.382
.594
.150
.013
.070
.186
.024
.064
.023
.041
.154
3 Chase/fear
.124
.625
.083
.148
.272
.072
.080
.077
.074
.052
.558
.064
.356
.021
.072
.118
.037
.132
.039
.152
.022
.062
.188
.063
.077
.157
10 Positive
.020
.116
.042
.100
.124
.122
.134
3 Chase/fear
.024
.148
.654
.157
.053
6 Failure
.000
.017
.359
.070
.546
.031
.195
.056
.233
.273
.225
.315
.009
.046
.046
.012
.038
.117
.075
.402
.149
.058
.271
.189
.356
.327
.194
.102
.073
.136
.419
.027
.141
.118
.057
.032
.136
10 Positive
.163
.332
.200
.067
.194
.530
2
Magic/myth
3 Chase/fear
.081
.516
.123
.147
.249
.076
.077
.622
.114
.064
.113
.326
.079
TDQ-13. Being
8 Embarrass
.125
.028
.042
.004
.139
.022
.003
.181
.026
.097
.112
.160
TDQ-11. Flying or Soaring
Through the Air
TDQ-12. Falling
.015
.457
.093
.104
.167
.001
TDQ-10. Finding Money
.043
.016
.035
.298
1 Disaster(.4)
.002
.094
.019
.049
.052
.040
.052
.139
.080
.106
.187
.015
.758
.033
.117
.078
-
.025
.008
TDQ-8. Being Locked Up
TDQ-9. Snakes
.036
.422
.132
.023
.216
.095
.151
.061
SOCIAL MEDIA VS GAMING AND DREAMS
inappropriately dressed
TDQ-14. Being nude
8
8 Embarrass
.097
.116
.082
.201
.106
.088
.088
.781
.120
.050
.005
.012
5 Paralysis
.229
.099
.272
.226
.541
.059
.084
.149
.043
.055
.071
.069
.070
2
Magic/myth
2
Magic/myth
8 Embarrass
.063
.625
.045
.193
.106
.094
.035
.143
.169
.155
.162
.022
.317
.003
.209
.669
.008
.034
.146
.125
.153
.005
.019
.037
.186
.152
.138
.014
.197
.069
.516
.014
.011
.360
.073
.030
.330
.053
.117
.123
.202
.056
.037
.357
.189
.312
.111
.112
2
Magic/myth
.131
.706
.135
.119
.033
.148
.073
.042
.198
.077
.017
.068
.040
.146
.145
.004
.077
.113
1 Disaster
.698
.142
.045
.027
.112
.057
.144
.131
.091
.173
.092
.095
.025
1 Disaster
.754
.107
.184
.094
.055
.076
.120
.092
.052
.006
.076
.057
1 Disaster
1 Disaster(.4)
.752
.413
.178
.061
.047
.188
.116
.055
.139
.156
.107
.091
.119
.169
.057
.198
.063
.161
.090
.273
TDQ-25. Being a member of
the opposite sex
TDQ-26. Being an object
(e.g., tree or rock)
TDQ-27. Being killed
12 Self-trans
.007
.171
.060
.181
.086
.035
.029
.097
.093
.006
.706
.047
12 Self-trans
.168
.259
.162
.112
.078
.138
.043
.621
.064
.148
.720
.162
.086
.056
.053
.046
.036
4 Murder
.033
.236
.126
.289
.078
.032
.020
.091
.064
.038
.009
.069
.110
TDQ-28. Seeing yourself as
dead
TDQ-29. Vividly sensing, but
not necessarily seeing or
4 Murder
.119
.180
.054
.665
.189
.091
.061
.131
.071
.172
.262
5 Paralysis
.052
.167
.187
.117
.572
.103
.018
.001
.095
.298
.025
.071
.143
.062
.062
.098
.210
TDQ-15. Being tied, unable to
move
TDQ-16. Having superior
knowledge or mental ability
TDQ-17. Creatures, part
animal, part human
TDQ-18. Your teeth falling
out/losing your teeth
TDQ-19. Seeing yourself in a
mirror
TDQ-20. Having magical
powers (other than flying or
floating through the air)
TDQ-21. Floods or tidal
waves
TDQ-22. Tornadoes or strong
winds
TDQ-23. Earthquakes
TDQ-24. Insects or spiders
.019
.002
.150
SOCIAL MEDIA VS GAMING AND DREAMS
hearing, a presence in the
room
TDQ-30. Being unable to
find, or embarrassed about
using, a toilette
TDQ-31. School, teachers,
studying
TDQ-32. Sexual experiences
TDQ-33. Losing control of a
vehicle
TDQ-34. Fire
TDQ-35. A person now dead
as alive
TDQ-36. A person now alive
as dead
TDQ-37. Being on the verge
of falling
TDQ-38. Failing an
examination
TDQ-39. Being smothered,
unable to breathe
TDQ-40. Wild, violent beasts
8 Embarrass
(.4)
.034
.114
.066
.046
.190
.188
.039
.423
.014
.247
.068
.300
.178
6 Failure
.053
.093
.215
.127
.583
.114
.101
.246
.086
.289
.215
.308
.008
.157
.063
.397
.334
.264
.135
.115
.190
.026
.535
.218
.110
.153
1 Disaster(.4)
.445
.260
.114
.209
.158
.359
.000
.183
.145
.179
.084
.024
9 Dead
.154
.091
.025
.147
.178
.099
.048
.009
.090
.017
.065
.043
6 Failure
.024
.063
.039
.095
.026
.083
.007
.039
.232
.121
.637
.132
.239
.093
.012
9 Dead (.4)
.153
.083
.248
.389
.111
.194
.077
.000
.487
.046
.065
.081
.156
3 Chase/fear
.228
.030
.531
.055
.212
.269
.012
.055
.383
.014
6 Failure
.098
.108
.095
.079
.113
.732
.027
.079
.093
.137
.018
.039
5 Paralysis
.240
.094
.171
.338
.554
.260
.118
.118
.076
.240
.389
.154
.205
.224
.223
.211
.038
.059
.227
.113
.259
.421
.294
.000
.190
.582
.091
.249
.219
.155
.291
.108
.407
.143
.234
.111
.171
.144
.093
.348
.052
.038
.171
.101
.704
.054
.063
.090
.101
.024
.129
.008
.010
.036
.251
.032
.153
.042
.180
.041
.107
.022
.035
.100
.048
.081
.087
.032
.200
.322
.146
.085
.004
.083
.013
.300
.018
.026
.058
.024
.053
TDQ-41. Being at a movie
TDQ-42. Killing someone
TDQ-43. Lunatics or insane
people
TDQ-44. Being half awake
and paralyzed in bed
9
4 Murder
5 Paralysis
.048
SOCIAL MEDIA VS GAMING AND DREAMS
TDQ-45. Seeing a face very
close to you
TDQ-46. Seeing a UFO
TDQ-47. Seeing extraterrestrials
TDQ-48. Traveling to another
planet or visiting a different
part of the universe
TDQ-49. Being an animal
5 Paralysis
.129
.205
7 Alien life
7 Alien life
.209
.160
7 Alien life
10
.131
.605
.156
.161
.078
.077
.234
.177
.087
.185
.077
.174
.025
.046
.067
.114
.084
.100
.076
.044
.017
.830
.828
.098
.088
.061
.059
.110
.038
.119
.098
.076
.086
.036
.062
.071
.396
.045
.107
.066
.068
.587
.002
.125
.080
.123
.059
.007
.116
.601
.078
.158
.274
.080
.047
.203
.293
.094
.228
.242
.162
.034
.015
.032
.023
.016
.017
.090
TDQ-50. Being a child again
2
Magic/myth
9 Dead (.4)
.498
.150
.137
.090
TDQ-51. Seeing an angel
11 Epiphany
.136
.121
.000
.077
.186
.014
.096
.258
.173
.722
.023
TDQ-52. Encountering God
in some form
TDQ-53.Discovering a new
room at home
TDQ-54. Seeing a flying
object crash (e.g., airplane)
TDQ-55. Someone having an
abortion
TDQ-56. Encountering a kind
of evil force or demon
11 Epiphany
.078
.105
.084
.047
.073
.000
.190
.049
.072
.050
.031
.790
.169
.156
.179
.038
.191
.156
.271
.323
.125
.035
.047
.268
.311
.182
.238
.189
.051
.196
.077
.292
.015
.228
.298
.119
.169
.173
.160
.026
.109
.061
.007
.140
.362
.144
.233
.002
.301
.072
.100
.009
.047
.042
.127
.285
.385
.110
.005
.118
.143
.011
.057
.278
.017
.484
13 Evil (.4)
.154
.237
* Interpretation of each factor was based upon a .5 cutoff with adjustment for a .4 cutoff as relevant. Crossed out items did not load on any of the 13 factors.
.213
SOCIAL MEDIA VS GAMING AND DREAMS
11
Table 10
Factor Analysis of Self-Reported Dream Types Regarding Recent Dream
DREAM-Lucid dream
DREAM-Control dream
DREAM-Nightmare
DREAM-Bad dream
DREAM-Mythological/spiritual dreams
DREAM-Bizarre dream
DREAM-Observer dream
DREAM-Electronic media dream*
DREAM-Normal dream
*Video game, social media, computer or cell phone were part of dream.
Component
1
2
3
.076 .787
.176
.780 .163
.018
.641 .046
.024
.659
.058 .181
.391 .380
.137
.358 .038
.654
.541 .460 .113
.568 .109 .105
.216 .006 .835
SOCIAL MEDIA VS GAMING AND DREAMS
12
Table 11
Factor Analysis Kept Factor Scores on Self-Report Emotions Associated with Recent Dream
DREAM emotion-Anger
DREAM emotion-Awe
DREAM emotion-Arousal (sexual)
DREAM emotion -Anxiety
DREAM emotion-Fear
DREAM emotion-Guilt
DREAM emotion-Frustration
DREAM emotion-Sadness
DREAM emotion-Hatred
DREAM emotion-Happiness
DREAM emotion-Jealousy
DREAM emotion-Embarrassment
DREAM emotion-Ecstasy
DREAM emotion-Downhearted
DREAM emotion-Terror
1 negative
emotion
other than
fear
2 positive
emotions
3 fear
.761
-.004
.229
.442
.278
.566
.719
.661
.633
-.083
.491
.599
-.022
.677
.125
-.039
.656
.741
-.297
-.140
.201
-.296
.033
.116
.842
.475
.247
.771
-.040
.020
.160
-.122
.040
.635
.862
.268
.182
.392
.316
-.151
.061
-.032
.003
.096
.902
SOCIAL MEDIA VS GAMING AND DREAMS
251658240
Figure S3. Video game group (VGP) x social media use group (SMU) ANOVA on Boundary
sum scores.
13
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