Title: Video Games Effects on Consciousness: Lucid Dreaming and More
1Video Games Effects on Consciousness Lucid
Dreaming and More
- Jayne Gackenbach
- Grant MacEwan College
- Athabasca University
- Media, Spiritualities and Social Change
- Boulder, CO
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
- Video Game Play Associated with
- Increases in attentional abilities
- Increased sense of presence/absorption in VR
- Increased experiences of flow while playing
- Some subjects reported experiences during video
game play indicative of altered states of
consciousness (e.g., drifting, flying or changes
in visual or auditory perception)
4Dream Studies to be Reported
- 2006 original study on lucidity and onward..
- Study 1 Morning after dreams and media use
- Study 2 Dreams of Hard Core Gamers
- Study 3 Hall and VandeCastle Content Analysis of
recent dreams - Study 4 Video gaming and the Dream Threat
Simulation Theory - Study 5 Bizarreness analysis of morning after
dreams
5Control Dreaming
3 sometimes
2 rarely
F(4,299)3.610, p.007) controlling for motion
sickness and dream recall
6Lucid Dreaming
3 sometimes
2 rarely
F(4,299)7.857, plt.0001 controlling for motion
sickness and dream recall
7Hard Core Gamer
- 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
8 Study 1
- Gackenbach, J.I. (in press) Electronic Media and
Lucid-Control Dreams Morning after Reports.
Dreaming. - Gackenbach, J.I. Kuruvilla, B. (2007, June).
Dreams and Media Use. Paper presented at the
annual meeting of the International Association
for the Study of Dreams, Sonoma, CA. Available
at www.spiritwatch.ca
9Background
- previous studies showing lucid dreams associated
with video game play - Based on reflections on dream history
- Need recent dream reports
- Video game play only one form of electronic media
in wide use today
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132007
14Online Questionnaire
- 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 for analysis were chosen if
- Last night
- Rested (had typical amount of sleep)
- N 152
15Extraction Method Principal Component Analysis.
Last night, rested dreams, N 152
16Why? Parallels VR/lucidity
- Lucid/control dreams
- Mental construction of dream world with no
outside input through senses - Lucid dreamers show better spatial skills
- Lucid dreamers have better vestibular systems
(not susceptible to motion sickness) - Meditation is highly associated with lucidity and
is training in developing one pointed absorption
(especially concentrative forms)
- Virtual Reality (video games)
- VR most experienced in video games but to a
lesser extent in other electronic media
(technologically constructed) - Video gaming has been associated with improved
spatial skills - Low motion sickness needed to play a lot
- High absorption is reported by players
17Study 2
- Gackenbach, J.I., Matty, Ian, Kuruvilla, Beena,
Olischefski, Jordan, Zederayko, Alexis Samaha,
Ashley Nicole (in press). Video Game Play Waking
and Dreaming Consciousness. Anthropology and
Consciousness. - Gackenbach, J.I., Zederayko, A. Kuruvilla, B.
Olischefski, J. (2007, June). High End Video Game
Players Play Experience and Dreams. Symposium
presented at the annual meeting of the
International Association for the Study of
Dreams. Sonamo, CA. Available at
www.spiritwatch.ca
18Participants
- Solicited through on campus posters and emails in
early 2006 - 25 men and two women interviewed
- 85 were 25 years of age or younger
- Hour interviews asking
- Experiences of self during play
- Dreams of gaming
- Altered States of consciousness related to play
19Factor Analysis
20Hall Van de Castle Coding System
- Frequency equals intensity
- High inter-rater reliability
- Well developed norms
- Uses categories which are pertinent to waking
concerns that may influence dreaming.
27 gamers 56 dreams males norms
- Misfortune/Good Fortune (Sickness, Falling,
Winning) - Emotions (Apprehension, Confusion, Happiness)
- Physical Surroundings (Settings and Objects)
- Descriptive Elements (Color, Size, Velocity)
- Character (Number, Gender, Identity, Age)
- Social Interactions (Aggression, Friendliness,
Sexual) - Activities (Movement, Verbal activity, Visual
activity) - Striving (Success, Failure)
21Significant Differences from Male Norms
- Fewer friends (16 vs 31, plt0.002) yet more
dead or imaginary characters appearing in dream
reports (21 vs 0, plt0.000). - Why be human in a game? They have fewer powers
than other types of creatures. -
-
22Significant Differences from Male Norms
- 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
23Significant Differences from Male Norms
- Smaller number of dreams with aggression (32 vs
47, plt0.023) - yet more intense aggression (namely physical
aggression, 86 vs 50, plt0.0001) in those dreams
that did contain it. -
-
-
24Significant Differences from Male Norms
- Subject 002- Dream 6
-
- so 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.
25Significant Differences from Male Norms
-
- Fewer Misfortunes
- (7 vs 36, plt0.000)
- Fewer Bodily Misfortunes
- (0 vs 29, plt0.024)
Thus less victim /more control
26But
- Greater percentage of self-negativity (84 vs
65, plt0.028) - Fewer friendliness
- (2 vs 38, plt0.000)
- Fewer sexuality
- (0 vs 12, plt0.000)
- Fewer good fortunes
- (0 vs 6, plt0.000)
27No Difference from Males Norms
- Success
- Failure
- Striving
- Family members
28Study 3 Gackenbach, J.I. Kuruvilla, Beena
(2008). Hall and VandeCastle Content Analysis of
Video Game Players Dreams. Paper to be presented
at the International Association for the Study of
Dreams meeting, Montreal, Quebec.
29Sample Comparisons
- collected via questionnaire (this study)
- more males than females gamers (both)
- both were identified as high end gamers by the
same four questions - college students at same Canadian college
- this sample is of more recently recalled dreams
- last night, last week or last month
- 69 dreams in this sample
30Similar Findings to Interview Study
- more familiar characters,
- more dead and imaginary characters,
- dreams with at least one instance of (less in
each case) - Aggression,
- friendliness,
- sexuality,
- misfortune, and
- good fortune
31Some differences from norms disappeared
- there was no difference in
- aggression/friendliness,
- physical aggression,
- self-negativity, and
- bodily misfortunes.
32Study 4
- Kuruvilla, Beena Gackenbach, J.I. (2008, July).
Threat Simulation Theory and Video Game Play.
Poster to be presented at the annual meeting of
the International Association for the Study of
Dreams, Montreal, Quebec. Will be available at
www.spiritwatch.ca - Beena Kurvillas honors thesis
33Threat 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
34Dreams 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
35Method
- Low and high end gamers identified using the same
four criteria as previous studies - Two blind-raters manually coded the dreams using
Revonsuos method of threat simulation content
analysis for dreams (Revonsuo Valli, 2001 - Also self report questions on the online
questionnaire about the dream that was reported
36Day BeforeMedia Use
Threat Simula-tion
Self Report on Dream
37Study 5
- Gackenbach, J.I. Kuruvilla, B. (2008, July).
Video Game Play and Dream Bizarreness. Paper to
be presented at the annual meeting of the
International Association for the Study of
Dreams, Montreal, Quebec. Will be available at
www.spiritwatch.ca
38Dream Bizarreness
- thought to be the differentiator between waking
and dreaming thought, - an indicate of creativity, and,
- most recently, as a model for solving the binding
problem in consciousness Revonsuo (2006) - how does our phenomenal experience of self in the
world, or being conscious, emerge from its
biological bases. - a dream object does not transform randomly into
another object, but into an object that shares
many semantic or associative features with the
first. In the waking state such associations do
not intrude into our consciousness, for they are
unable to override the externally supplied
sensory information (p. 247). - Thus dream bizarreness offers a rare window into
the nature of these semantic associative networks
at work without their normal waking constraints.
39Method
- College students
- Last night, rested dreams
- 152 dreams fulfilled these criteria
- at least 50 words long
- Gamer group determined by same 4 questions.
- 90 low end gamers
- 62 high end gamers
40Dream Scoring
- Revonsuo and Salmivallis (1995) Content
Analysis of Bizarreness scale - 2 step process in scoring dreams for bizarreness
- identification of elements in the dream
- these elements scored for bizarreness or
non-bizarreness - Bizarreness and Nonbizarreness Sums calculated
for preliminary analysis (ANCOVA with word count
as covariate)
41Low gamers
Significant main effects and interaction
High gamers
Bizarreness Sum
Non-bizarreness Sum
42Conclusions Implications
- Lucidity/control
- Do these preliminary results imply that
lucid/control dreaming will become widespread
given the saturation of media? - Aggression/Threat Simulation
- What happens when gamers nightmares are gone or
do they simply change? - Bizarreness
- Are gamers semantic networks more diverse?