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Dreams and video game play games for health conference 2010
 

Dreams and video game play games for health conference 2010

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  • As just seen in the bizarreness study, in several studies, with increasing methodological sophistication, Lucid/control dreams and gaming have been found to be associated. Here is an example – push audio button
  • As just seen in the bizarreness study, in several studies, with increasing methodological sophistication, Lucid/control dreams and gaming have been found to be associated. Here is an example – push audio button
  • So the question becomes, is the association between lucid dreaming and video game play self selected? Well yes and no. To be a serious player you need to not suffer motion sicknessAlmost all children through to young adults play some form these days and indeed I’ve spoken to gamers who are susceptible to motion sickness and they say they prefer games that do not bring it on.For serious game play spatial skills are an advantageSpatial skills improve with play if not to the extent of those with a gaming historyMost games of serious players cater to boysGirl games are being developed and is a large growing market and the largest gaming market now is the casual gaming market which is dominated by middle aged women!Those who are able to get absorbed should do betterAttention/absorption improve with play but again not to the extent of those with a long history of play
  • Video gaming is one of the fastest growing entertainment industries with revenues arguably the same as or greater than the movie industry depending on how you count.Therefore gaming is too wide spread to reduce to purely self selection.There is something enticing about being in virtual worlds and there is increasing social pressure to play.
  • In this factor analysis there are three types of variables: gaming, dream type, and dream bizarreness. Gaming is entered both as history of game play (sum of z-scores of frequency of play, length of play, number of games played and age begun playing) and as day before the dream game play. Dreamers were asked to identify if the dream was lucid, had a third person perspective (observer) and controlablity. Finally subscales from the Revonsuo and Salmivalli scale were entered. It can be seen that gaming was associated with and without lucidity-control but with lucidity-control you have bizarreness. Thus the notion of gaming as mythological re-enactment is supported at a deeply unconscious level.
  • In order to further delve into the lucidity/gamer relationship let’s now turn our attention to a content analysis of Lucid vsNonlucid Dreams of Gamers from 4 Previous Studies. We used the Hall & Van de Castle Content Analysis system. While not as many female as male dreams nor as many lucid as nonlucid dreams still there is enough to consider if there are differences WITHIN GAMERS between their lucid and their nonlucid dreams.
  • Using Schneider and Domhoff’s SAT spreadsheet, we found that lucid dreams for gamers were more aggressive than their nonlucid dreams. The settings were less familiar. There was less self negativity with more general success and dreamer involved success. Finally there was more sexual elements in these gamers dreams. In short, these are the differences one would expect with lucid-control dreaming, in which lucid dreams deliberately tend toward an overall much more positive dream atmosphere. Although there was no differences in dream types in dream emotions that reached significance. The one apparent exception is the higher physical aggression in lucid than in non-lucid dreams of gamers. However, given the otherwise positive dream experience, it is likely that the gamers themselves view their often consciously deliberate aggression in these lucid dreams positively, much as they do in gaming.

Dreams and video game play games for health conference 2010 Dreams and video game play games for health conference 2010 Presentation Transcript