Title: Video Game Structure Preferences, Flow, and Dreams
1Video 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
2Technology 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
3Video Game Play Consciousness
- Related research
- Attention
- Presence
- Psychological Absorption
- Flow
4Previous 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
5Online 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)
6Sample 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
7before 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
8Video 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
9No difference between groups on age and education
X2(1)39.899, p
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13Range 1-4
ns
ns
Range 1-7
14Online 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
15Flow During Play
16(addiction)
Collapse subscales
17Means 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
18Low Video Game Players
19High Video Game Players
20Video Game Structure Preferences Scale
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26Flow Subscales and Structure Factor Scores Factor
Analysis
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28ns
ns
ns
29Structure 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.
302006 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
312006 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
322006 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
33Ermi Mayra, 2005