Gaming social media and nightmares iasd 2013

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Gaming social media and nightmares iasd 2013

  1. 1. Gaming, Social Media and Nightmares Jayne Gackenbach, Keyfer Mathewson & Carson Flockhart Grant MacEwan University Paper presented at the 2013 meeting of the International Association for the Study of Dreams, Virginia Beach, VA
  2. 2. Participants • Research participant pool from western Canadian university (74%) – 2% course credit • Online public access site (26%) • Gender – Males = 175 – Females = 507
  3. 3. Scales Administered (Used in this analysis) • Demographics. (sex of subject) • Video Game History (frequency of gaming & played the day before) • Electronic Media Use Questionnaire (social media use frequency) • Typical Dream Questionnaire (average nightmares per month) • Dream Collection and Self- Evaluation (rating of dream as nightmare by dreamer)
  4. 4. Dreams Coded • Hall and VandeCastle o Reported in poster earlier • Threat Simulation o Judges estimation of objectiveness of threat
  5. 5. Results • varimax rotated factor analyses on selected variables – Gaming – Social media use – nightmares
  6. 6. Conclusion • Factor 1- nightmare protection for male gamers • Factor 2 – women who use social media no association to nightmares • Factor 3 – across sex; the lack of posting to Facebook very much is association with two self report measures of nightmares but judges did not see much threat (none or subjective)

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