Gackenbach, Jayne_Dreams and Video Game Play

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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
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
Why study gamers dreams?
• 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,
Gamers dreams show fundamental
structural differences
• Example of value of studying gamers dreams...
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 in Games and 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)
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
3=
sometimes
In Class Data Collection
Control Dreaming
2.5
2.45
2.4
2.35
2.3
2.25
2.2
2.15
2.1
2=
2.05
rarely
Low Video
Game Play
Medium Video
Game Play
High Video
Game Play
Lucid Dreaming
3=
Lucid Dreaming Frequency
sometimes
In Class Data Collection
2.75
2.7
2.65
2.6
2.55
2.5
2.45
2.4
2.35
2.3
2=
rarely
Low Video
Game Play
Medium Video
Game Play
High Video
Game Play
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)
Principal Component Factor Analysis
on Dream, Gamer and Media Use
Last night, rested dreams, N = 152
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
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
Self selection?
Yes and No
• 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
Bottom Line
Percent growth in US 2006-2007
• 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
Original Dream Content Analysis
• Hall &Van de Castle Coding System
•
•
•
•
27 gamers
Frequency equals intensity
56 dreams
High inter-rater reliability
male norms
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.
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.
Illusion of Dream Bizarreness
• Domhoff – 2007 metaanalysis
– dreams are more coherent,
patterned and thoughtful
than previously suggested
– still some bizarreness in
adult dreams
– far less than what was
expected based
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
Unusual
(subject)
Bizarre
(judges)
Non-bizarre
(judges)
Low Game Group
High Game Group
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
Torrance Tests of Creative Thinking
• No gamer group difference for verbal test
• Significant differences for figural test
favoring high gamer group
Gaming, Bizarreness & Creativity
Game history sum of z-scores
1
2
3
4
5
-.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
Dream recall sum of z-scores
.117
-.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
Factor Analysis on Game Play, Lucid
Related Dream & Bizarreness Variables
Video game history (freq, length, # games, age begin)
.760
-.214
.377
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
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
.101
.215
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
Principle
Component
Factor
Analysis of
Media,
Threat
Simulation
Intensity,
and Dream
Self
Evaluation
Variables
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
-.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
-.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
Type of game sum favorite + current
Lucidity in dream
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
Estimated Marginal Means of aggression sum
1=bad 2=ntmr
1.75
1.00
2.00
Nightmares
Estimated Marginal Means
1.50
1.25
1.00
Bad Dreams
0.75
1.00
2.00
Low Game Group
High
Game Group
Gaming Groups (1=low;
2=high)
HVDC Misfortune Sum Score
Estimated Marginal Means of misfortune body
1=bad 2=ntmr
0.3
1.00
2.00
Estimated Marginal Means
0.25
Bad Dreams
0.2
0.15
Nightmares
0.1
1.00
2.00
Gaming Groups (1=low; 2=high)
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
26%
44%
50%
35%
85%
38%
65%
77%
03%
07%
10%
14%
Social Interaction Percents
Aggressor Percent
Settings
Familiar Setting Percent
Self-Concept Percents
Self-Negativity Percent
Dreamer-Involved Success Percent
Dreams with at Least One:
Sexuality
Success
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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