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Video Game Structure Preferences, Flow, and Dreams

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Title: Video Game Structure Preferences, Flow, and Dreams


1
Video Game Structure Preferences, Flow, and Dreams
  • Jayne Gackenbach Steve Reiter
  • Grant MacEwan College University of Alberta

Paper presented at the annual meeting of the
International Association for the Study of
Dreams, Bridgewatch, MA, June 2006
2
Technology and Cognition
  • Broadly conceptualize technology
  • building of artifacts or procedures tools- to
    help people accomplish their goals
  • Long influence on human development.
  • Whats commonplace to one generation were created
    through a great intellectual struggle by the
    previous generation.
  • Tool use is both amplifier of human action and
    transformative of human mind.
  • Video gaming
  • Actively navigate through representational
    space
  • To date media exposure has been largely a
    passive, observer experience

Sternberg and Preiss (2005). Intelligence and
Technology The Impact of Tools on the Nature and
Development of Human Abilities
3
Video Game Play Consciousness
  • Related research
  • Attention
  • Presence
  • Psychological Absorption
  • Flow

4
Previous Research
  • Gackenbach, in press with Dreaming
  • Face to face in class data collection
  • High video game players reported more lucid,
    observer and control dreams
  • Controlled for dream recall and motion sickness
  • No differences in short mystical scale or
    specific experiences associated with
    consciousness development
  • Online data collection
  • No video game player differences for dream type
  • Ceiling effect explained sample difference
  • No differences self-transcendence or specific
    experiences associated with consciousness
    development

5
Online Study Nov 21, 2005 to April 30, 2006
  • Replications
  • PART 1. Demographics
  • PART 2A. Video Games Habits/Experiences
  • PART 2B. types of video games
  • PART 3. Dream Experiences
  • PART 4. States of Consciousness
    Habits/Experiences
  • New Scales
  • PART 5. Structural Characteristics of Video Games
    Scale
  • PART 6. Video Game Play and Flow Scale
  • PART 7. Video Game Performance (Pacman)

6
Sample Characteristics
  • Average age - 23.7 years (12 to 60)
  • Education first two years of college
  • 287 of 464 respondents listed some college major
  • 62 Psychology majors
  • 19 in social sciences

7
before kindergarten 9 kindergarten to grade 1
8 grade 2 to grade 4 7 grade 5 to grade 6
6 junior high school 5 high school 4 young
adulthood/post secondary school 3 middle
adulthood (30 to 50 years old) 2 late
adulthood (over 50) 1 never played 0
Not use in defining groups
ns
50 to 100
every day 11 4 to 6 days/week 10 1 to 3
days/week 9 three times/month 8 twice a month
7 once a month 6
times/year 4 4 to 6 times/year 3 1 to 3
times/year 2
6 to 10
2 to 4 hrs

8
Video Game Performance
  • Pacman game at end of questionnaire
  • No difference in overall play performance as a
    function of video game play group
  • Three levels
  • Of 263 Ss in hi/lo thirds groups only 71 played
    first level
  • Of those only 31 played second level
  • Of those only 17 played third level
  • High Video Game Play group more likely to play
    all three levels

9
No difference between groups on age and education
X2(1)39.899, p
10
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11
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12
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13
Range 1-4
ns
ns
Range 1-7
14
Online Total Sample Differences
  • 2004/2005
  • No dream/wake differences
  • explained as ceiling effect relative to classroom
    sample
  • Older
  • More educated
  • Started later
  • Peaked later
  • Play with other more
  • Play more violent games
  • More motion sickness
  • 2005/2006
  • Many dream/wake differences
  • Younger
  • Less educated
  • Started younger (2 years)
  • Peaked younger (1 year)
  • Play alone more
  • Play less violent games
  • Less motion sickness

Dream type differences as a function of video
game play were found for face to face classroom
students in 2004/2005 study
15
Flow During Play
16
(addiction)
Collapse subscales
17
Means of Flow/addiction Subscales
  • types of flow scales (flow and addiction)
  • mean flow scores for each type of scale were
    calculated and a video game group ANCOVAs with
    sex and motion sickness controlled
  • group differences, flow F(3,202) 2.932, paddiction F(3,202) 3.844, p
  • High Low on Flow
  • Low High on addiction subscale

18
Low Video Game Players
19
High Video Game Players
20
Video Game Structure Preferences Scale
21
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22
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23
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24
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25
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26
Flow Subscales and Structure Factor Scores Factor
Analysis
27
(No Transcript)
28
ns
ns
ns
29
Structure and Consciousness
  • To determine if there was a relationship for
    these high and low gamers between the various
    consciousness and structure variables a factor
    analysis was computed. Although there were some
    minor association between groups of variables
    generally, both for the video game groups used in
    all other analyses or the entire sample,
  • very few associations between structure and
    consciousness reports variables.
  • consciousness experiences of a variety of sorts
    seem to be an individual difference variable that
    occurs across game structure.

30
2006 Gamer Interviews (n27)
  • Play video games on average several times a week
  • Typical playing session more than 2 hours
  • Been playing video games since before grade three
  • Played 50 or more video games over your lifetime

Gackenbach, March/April 2006
31
2006 Gamer Interviews
  • Lucid Dreams - Common
  • Dont find it remarkable
  • Dont think to do anything with it when in the
    dream
  • Controlling Dreams - Never
  • Just their dream self
  • Observing Dreams - Common
  • Flip in and out of first and third person
  • Not the calm detachment of witnessing

32
2006 Gamer Interviews
  • Consciousness Experiences
  • Very high on absorption
  • Loss of time
  • Dont realize anyone else there
  • Rare motion sickness
  • Identify with game character (most are role
    playing gamers)
  • Some still playing the game when leave the game
    environment

33
Ermi Mayra, 2005
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