This is a paper presented at the 2016 Science of Consciousness conference in Tucson, AZ. Thanks to the students who have worked on this series of studies: Criag Guthrie, Dan Swanston, Hanna Stark, John Bown, and Cynthia Ma.
Contemplative practice versus video game play associations
1. JAYNE GACKENBACH
MACEWAN UNIVERSITY
Thanks to the students who have worked on this series of studies: Criag
Guthrie, Dan Swanston, Hanna Stark, John Bown, and Cynthia Ma
Contemplative Practice versus
Video Game Play Associations:
Attention, Dreams, Mindfulness and Self-
Presence
8. Similarities in Dream States
Higher lucidity
Better control
Increased bizarreness
Third person observer
9. Studies from our lab investigating their connection
Gackenbach, J.I. (2008). Video game play and
consciousness development: A transpersonal perspective.
Journal of Transpersonal Psychology, 40(1), 60-87.
Gackenbach, J.I. & Bown, J. (2011). Mindfulness and
video game play: A preliminary inquiry. Mindfulness,
2(2), 114-122.
Gackenbach, J.I., Swanston, D. & Stark, H. (2015). Effects
of video game play versus meditation/prayer in waking
and dreaming experiences. Journal of Transpersonal
Psychology, 47(2), 188-218. STUDY 1
Gackenbach, J.I. & Guthrie, C. (2016). Contemplative
Practice versus Gaming: A Further Inquiry. Paper to be
presented at the International Association for the Study of
Dreams.. STUDY 2
Gackenbach, J.I. & Ma, C. (2016, June). Contemplative
practice vs gaming in mature adults: Attention,
Transpersonal and Dream Comparisons. Poster to be
presented at the International Association for the Study of
Dreams. STUDY 3
10. Study 1
Gackenbach, J.I.,
Swanston, D. & Stark, H.
(2015). Effects of video
game play versus
meditation/prayer in
waking and dreaming
experiences. Journal of
Transpersonal
Psychology, 47(2), 188-
218.
11. Contemplative Practice: Prayer or Meditation
Very few students meditate (2%)
Both regarded as spiritual and/or religious practices
Similar physiological and psychological benefits
Some forms of prayer involve negation of ego
Adoration, thanksgiving, reception
12. Method
246 Western Canadian
University students
3 Groups:
A. Gaming = 74
B. Meditation/prayer = 75
C. Controls = 97
13. Method
Laboratory Session
• Change blindness flicker tasks
• two self report scales on Effects of activity
At home dream collection
• After a high activity day
• After a low activity day
15. Laboratory Results
Self Report: Experiences During Activity
(gaming, prayer/meditation, personal
choice)
Cognitive ns
Emotional ns
Mystical (M/P > Game=Control)
Relaxation (Control > Game=M/P)
Physical Discomfort (Game=Control > M/P)
M/P “believe” activity has effects on daily life
while gamers do not “believe” such effects
Gamer “beliefs” maybe due to bad press
16. Self Report Data: Dream Type
Lucid – M/P >
Gamer > controls
Control – Gamer
>M/P=controls
17. Judges Ratings: Group x Time Dream
Lucid
Group x Condition
All of a sudden i was
surrounded by zombies.
... Then my dream
turned into a lucid
dream. So i ended up
with a gun somehow
because i thought of it
and killed a bunch of
zombies.
Controls
Gamers
M/P
High
Activity
Day
Low
Activity
Day
18. Game in Dream Coding
Game is dream: (gamer > M/P=controls)
In my dream I was playing Nintendo 64 with a bunch of friends at
another person's house...Suddenly I was transported into the game
and became a participant but I didn't look like myself.
19. Meditation/Prayer Content
Meditation and Prayer Types
Sum of prayer in dream: group (M/P>gamers =
controls); interaction
Controls
Gamers
M/P
M/P: teaching me
(mosque) about what I
should do or not and I
remember her saying a
line that’s in my
religion when your
praying ..... High
Activity
Day
Low
Activity
Day
20. Study 2
Differences from Study 1:
1. Three attention tasks
2. Five individual difference scales
3. Gender examined
4. No dream collected
5. No high versus low activity day comparison
21. Method
Contemplative Group: contemplation gaming
Gaming Group: contemplation gaming
Control Group: contemplation gaming
Male Female Total
Contemplative Group 20 28 48
Gaming Group 31 32 28
Control Group 13 15 63
Total 64 75 139
Study sessions were completed in computer
laboratories and seated up to 30 people
23. Individual Difference Scales
Validation of
membership in a
group was attained
through additional
questions regarding
gaming and
contemplative practice
including number of
games played or type
of prayer activity
engaged in
Self-Presence
Questionnaire
Kentucky Inventory of
Mindfulness Skills
Mindful Attention
Awareness Scale
Dream Intensity
Inventory
Spiritual Dreams Scale
24. Results for attention tasks:
Change Blindness superior for gamers
Multiple object tracking superior for gamers
Stroop effect no group differences
Group by Sex Interaction on Total Trails Aborted in the Change Blindness Task
M/P=Contemplation Group
VGP=Gaming Group
CON=Control Group
25. Results for individual difference scales:
Self-presence
In theory:
Both social
media and
gaming should
have an effect
for self-presence
but no group
difference was
found for social
media use
Self-presence questionnaire was higher for gamers
for all three subscales
26. Results individual difference scales:
Mindfulness
There no differences for the Kentucky Inventory
of Mindfulness Skills
MAAS: Mindful attention awareness scale
more mindful for gamers on the emotion and listening items
contemplative and control groups were more mindful for the
preoccupied item
27. Results for Individual difference
scales: Dreaming
Dream intensity inventory:
both the gaming and control groups were superior in
lucid dreaming
Spiritual Dreams scale:
The noesis item was superior for the contemplative
group
28. Study 3 with Cynthia Ma
Currently collecting data
These are preliminary
analysis
Same method as study 2
except:
All online data collection,
unsupervised
Seeking people outside the
university to participate
Dreams collected
Added a high high
group (high gamers
who are also high
contemplatives)
Group #
Low contemplative &
Low gaming (old
control group)
10
High contemplative
& High gaming
33
Low contemplation &
high gaming (VG)
22
High contemplation
& low gaming (M/P)
50
29. Validating Groups
Contemplative Practice
Self Reports
Sum of
Types of
Prayer
Focused
Attention
Meditation
Rating
Open
Monitoring
Meditation
Rating
Low contemplative & Low
gaming (old control group)
8.300 1.600 1.600
High contemplative &
High gaming
14.645 2.455 2.242
Low contemplation & high
gaming
8.273 1.636 1.500
High contemplation &
low gaming
15.936 2.760 2.360
30. Video Game Play
Dependent Variable groups Mean
How long is your typical playing session? Low Low 2.800
High High 3.750
VGP 3.682
M/P 2.041
How many different video games in any format have
you played to date?
Low Low 3.800
High High 4.594
VGP 4.364
M/P 2.878
How old were you when you played your first video
game? (Hi # is young)
Low Low 8.600
High High 9.031
VGP 8.227
M/P 8.224
How often do you read books, comics, blogs and/or
new reports about video games?
Low Low 2.500
High High 3.219
VGP 3.364
M/P 2.041
31. Social Media Use
No differences groups for sum of social
media use or age began social media use
32. Attention Tasks
Multiple Object Tracking
Change
Blindness and
Stroop no
group
differences
Group Sum objects across
trials
Low contemplative & Low
gaming
9.900
High contemplative & High
gaming (HH)
11.000
Low contemplation & high
gaming (VG)
10.100
High contemplation & low
gaming
8.800
33. Individual Difference Variables
Self Presence
Two high gamer
groups higher than
two low gamer groups
Kentucky
Mindfulness
No group difference
Mindful to activity
Sum
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
Low contemplative,
low gaming (LL)
High contemplative,
high gaming (HH)
Low contemplative,
high gaming (VG)
High contemplative,
low gaming (M/P)
34. Dream Intensity Scale
Lucidity Control
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
Low
contemplative,
low gaming (LL)
High
contemplative,
high gaming
(HH)
Low
contemplative,
high gaming (VG)
High
contemplative,
low gaming
(M/P)
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
Low
contemplative,
low gaming
(LL)
High
contemplative,
high gaming
(HH)
Low
contemplative,
high gaming
(VG)
High
contemplative,
low gaming
(M/P)
Spiritual Dreams Scale no group differences
35. Conclusions
Attention Tasks
Change blindness
2 out of 3 gamers highest
Multiple object tracking
1 out of 2 gamers highest
Stroop test
2 out of 2 no group difference
36. Individual Difference Measures
Activity experience (1)
Effects of activity: M/P > Gamers (1)
During activity: various (1)
Mindfulness (2 & 3)
General mindfulness: no group differences (2 & 3)
Specific to activity
2 of 3 items: Gamers > M/P (2)
Sum score – HH & VG highest (thus Gamers) (3)
Self Presence (2 & 3)
Gamers higher other two groups (2)
Two high gamer groups higher than two low gamer groups (3)
No group differences in social media (2 & 3)
37. Dreams
Self-Report based on a
dream
Lucid
M/P > Gamer (1)
no difference (3)
Control
Gamer >M/P (1)
HH > Gamer & M/P
(3)
Game is dream -
gamer > M/P (1)
Dream Intensity Scale
both the gamers were
superior in lucid dreaming
(2 & 3)
Spiritual Dreams Scale
The noesis item was
superior for the
contemplative group for 2
No difference for 3
Physical (M/P = Control > Game)
Emotional (M/P > Control > Game)
Expanded consciousness (M/P > Control > Game)
Social relations (M/P > Control = Game)
Acceptance (M/P > Control = Game)
Behaviors/habits (M/P > Control = Game)
Cognitive (no group differences)
Proto=Media tools and virtual self-representations are integrated into body schema
Core=Virtual self-representations and virtual objects cause emotional responses
Extended=How some mediated identity is important to the individual
Emotion Item=“I could be experiencing some emotion and not be conscious of it until sometime later”
Listening Item=“I find myself listening to someone with one ear while doing something else at the same time”
Preoccupied Item=“I find myself preoccupied with the future or the past”
Noesis, which is understanding spirituality through the intellect,