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