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Video Game Players Play Experience

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Title: Video Game Players Play Experience


1
Video Game Players Play Experience
  • Jayne Gackenbach, Ian Matty, and Ashley Nicole
    Samaha
  • Grant MacEwan College

Paper presented at the annual International
Association for the Study of Dreams Conference,
Sonoma, CA, June 2007
Edmonton, Alberta 2006
2
Learning Objectives
  • Appreciate an in depth analysis of a few high end
    gamers self consciousness during play.
  • Understand how game play affects dream content
    using the classic Hall and VandeCastle scoring
    system relative to norms.
  • Learn something about the possible relationships
    between lucid, control and observer dreams among
    high end gamers.
  • Listen to a reflection to some of these concepts
    from the perspective of a participant-observer.

3
Explore Self Consciousness During Gaming
  • Exploration of self consciousness is always a
    problem.
  • Self consciousness was broken down into aspects
    during play which were more easily recognizable.
  • This approach agrees with Revonsuos (2006) point
    that self-awareness is the ability to become
    aware of ones own phenomenal experiences (bodily
    experiences, thoughts, memories) as ones own
    phenomenal experiences (p. 49).

4
Hard Core Player Criteria
  • In order to be interviewed they had to say yes to
    these four criteria
  • Do you play video games on average several times
    a week? (frequency)
  • Is your typical playing session more than 2
    hours? (length)
  • Have you been playing video games since before
    grade three? (age began)
  • Have you played 50 or more video games over your
    lifetime? (number of games played)

5
Participants
  • Solicited through on campus posters and emails
  • 33 individuals answered the advertisement for
    participants
  • over a two month period in early 2006
  • 27 actually being interviewed, rest no shows
  • 25 men and two women
  • 85 were 25 years of age or younger

6
Semi-structured Interview
  • Protocol included these basic questions after
    several closed ended questions. Each had further
    elaborations as needed
  • Why do you play video games?
  • Talk about the emotions you experience while
    playing video games.
  • Describe the nature or quality of your thinking
    while playing video games.
  • Discuss your sense of your body while playing
    video games.
  • Do you ever experience motion sickness while
    playing video games?
  • While playing video games how do you experience
    time?
  • Please talk about your sense of self during video
    game play.
  • Do video games come up in your dreams? If so how?
  • Tell me your most recent dream.
  • Tell me your most recent dream which in some way
    included video games.
  • Finally would you tell me your most noteworthy
    video game dream?
  • Have you ever had any experiences of alterations
    in consciousness associated with your video game
    play?

7
Procedure
  • Interviews ranged from 30 minutes to an hour
  • Tape recorded using a portable digital voice
    recorder (Sony ICD SX25).
  • After each interview the interviewer recorded
    brief personal reactions to the interview.
  • All interviews were transcribed.

8
Judges Questionnaire
  • Following the interviews the interviewer compiled
    a more detailed questionnaire derived from the
    semi-structured questions but with elaborations
    and extensions based upon the actual interviews.
  • A participant observer (second author, Ian Matty)
    and a long time gamer, listened to all the
    interviews and filled out the extended
    questionnaire including various comments of his
    impressions from the perspective of a high end,
    long time gamer.

9
Judges Questionnaire (cont.)
  • responses which were coded
  • frequency (never, rarely, sometimes, often)
  • intensity (none, low, medium, high).
  • One way within subject ANOVAs were computed to
    determine most frequent/intense responses in the
    eyes of the participant observer judge.

10
Results Games Play
  • The most favourite and most frequently played
    type of game were role playing games followed by
    adventure and strategy type games.
  • The least favourite and frequently played were
    arcade games.
  • The most often cited specific role playing game
    was World of Warcraft.

11
Why Play Video Games?
  • Twenty of the 27 said they were fun while almost
    half noted more than one reason for playing
  • playing a game was like reading a novel except
    that you get to be part of the story

12
Emotions During Play
  • joy/happiness
  • excitement/arousal/energy
  • frustration
  • Anger
  • sadness/depression (Least frequent)

Example
13
Female Gamer Talking About Emotions During Gaming
  • Im pretty calm when playing games. role playing
    games often I feel the emotions about characters,
    like if a character dies Ill sometimes cry of if
    its a really happy moment I tend to feel the
    happiness too. And for horror games and stuff
    like that I get really scared because its like
    you experience the same thing that the character
    experiences for me so its like what other
    gameslike Fatal Fantasy I got really scared
    from. Its sort of depending on the experience
    like its almost empathetic I guess towards the
    characters. (008)

14
Anger
  • Due to research and public concern, anger was
    probed for
  • few admitted experiencing it very much while
    playing
  • terms of anger none were evaluated as saying they
    felt angry often while 15 players were
    evaluated as sometimes feeling angry

15
Examples Regarding Anger
  • Ive gotten incredibly angry when I was young
    like Ive thrown my controllers across the room
    or whatever playing Mortal Combat. (019)
  • its just you learn that theres appropriate
    outlets to vent your frustration or anger and a
    lot more constructive methods. (032)

16
Thinking
  • The participant observer judge rated responses
    regarding attention/focus as significantly more
    intense than those regarding problem
    solving/information processing but saw no
    difference in the frequency of attention versus
    problem solving response types.

17
Absorption
  • theres very little distractions if Im really
    set into a game like my fiancée has tried to
    dosounds silly but she has tried sexual
    advances on me and Ill just be oblivious to her
    you know, she pretty much has to get in front of
    me or shut off the game before I realize that she
    wants something done. (001)

18
Loss of Time
  • Over half (16) of these hard core college student
    gamers said they were rarely or never aware of
    time passing while playing.
  • Some mentioned that time could be compressed
    while others said it expanded, depending on the
    game.
  • Still others said it was simply missing.
  • But some learn to compensate.

19
Physical Body During Play
  • the judge evaluated the respondents as saying
    they were aware of their body more than
    experiencing discomfort with it or experiencing
    any dislocation of it during play
  • Also asked about motion sickness during play with
    few reporting it

20
Body Focus Quote
  • Well depending on what time of day it is I might
    lose entire sense of my body. Im just there
    Its not that I dont feel my body anymore
    butone time I had one hand on the keyboard, and
    one hand on the mouse, and there moving but its
    not even almost consciously, its moving based
    onbecause they just know that thats where I
    want them to move. And I dont even have to
    control where my arms going, and I dont even
    feel my legs. (003)

21
self awareness during game play
  • Judge rated respondents as no difference in types
    of self discussed by respondents
  • general self awareness,
  • roof brain chatter, and
  • identification with game character

22
Self Awareness
  • Your sort of aware of it self because you move
    the mouse and your interacting with the keyboard
    but you almost think in a dual personality, if I
    do this and this then my character can pick this
    lock, and if I do this my character will be able
    to do thisThe line blurs at that point, and at
    least for me, as soon as I walk away from it or
    stop the character is over and its back to
    reality. But when your really in depth playing,
    you are the character. (011)

23
this insight regarding self talk
  • Sometimes it stops. I know because you dont
    notice it, its like when some one says try not
    to think and then you stop for a minute and then
    think am I thinking? (013)

24
Altered States Experiences
  • Range of questions asked from simple ones like
    dizziness that felt good to being outside self.
  • you know that your physically there but you know
    that your physically in your body, but for me
    its a more mental point of view, for others it
    could be more of a spiritual point of view, like
    your outside of yourself and you realize, like
    you cant look into your eyes but you feel I guess
    that your looking from an inch to the left, or an
    inch to the right kinda thing so your sort of
    outside yourself. (003)

25
And Now Dreams..
  • Hall and Van de Castle Content Analysis of Gamer
    Dreams by Bena Kuruvilla, honors student at Grant
    MacEwan College
  • Gamer Dreams Content Relevant to Consciousness in
    Sleep by Alexis Zederayko, student at University
    of Alberta
  • Gamer as Participant-Observer by Jordan
    Olischefski, honors student at Grant MacEwan
    College
  • Discussant is Sanford Rosenberg, President of
    Media Research Associates, who has twenty five
    years of experience in working with film, video,
    and emerging technologies.
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