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Following are a few questions that framed the
discussion:
1. Why do you play video games/use social media
online?
2. Talk about the emotions you experience while
playing video games/using social media.
3. Talk about how video games/social media come
up in your dreams.
A very brief lecture on dreams by Dr.
Gackenbach was used as it because quickly
apparent that after the lecture students were more
comfortable sharing a dream than prior to it. The
translator/transcriber, from mainland China
currently finishing up her BA in Canada, pointed out
in her comments about these sessions:
most of Asians are passive and reserved, especially
while talking in a group setting. If you throw a
question like “has anybody ever—”to the group, it is
possible that no one will take initiative to answer it.
Therefore sometimes silence doesn’t mean “yes” or
“no,” but mean “you have to ask me one more time in
person.”
Results
Major meaning nodes included social media,
other media, language proficiency, dreams, video
games, major/occupation, emotions and negative
impact. Each major meaning node included several
subnodes, like types of dreams under dreaming.
Some nodes are more directly relevant to the
thesis at hand while others are not.
Since this is a cross cultural analysis comparing
countries and their attitudes towards media use
and its impact on nighttime dreams, country is the
focus of this inquiry. The first inquiry was about the
relative comments about two contemporary types
of media, social media and video game play, as a
function of country. These results are portrayed in
the next Table.
The numbers in each cell indicate the number of comments on social media use and video game play, row percentage
and column percentage.
Since there were many more Chinese focus
groups than Canadian it only makes sense to look
at the row percentages. Basically while there was a
slight favor to talking about social media in Canada
there was a large such bias in China. This may be
because of the preponderance of females in the
groups (there are total 13 males compare to 35
female participants) and the taboo on video games
in at least mainland China. Subsequent analysis
did not support this interpretation.
*The Nodes column represents the total number of Nodes being addressed for all the
references for each country group. The Reference column displays the total number of
contents being coded under all Nodes.
For each group, data were coded under the
following main categories: Social Media, Video
Game, Other Media Mentions, Dream, Emotions,
Negative Impact and Impressions of Media,
Language Proficiency, Occupation/Major and
Emotional Tone. These categories were determined
in a conversation between the two focus group
facilitators and the translator and transcriber of the
tapes. All three were thus very familiar with what
occurred. There were also subcategories under
each main category. For example, the game “Mario
Cart” would be coded under the sub node “Casual
Game”, “Genre” and the major node “Video Game.”
Each focus group session contains
participants and researchers. Gackenbach
appeared in person during the two Canadian
sessions and talked by Skype during all other
sessions. Wei appeared in person for every
session. Dr. Ming-Ni Lee appeared in all the Taiwan
session in person and in Wuhan session1 by
Skype. Each session started with the main
researcher, a brief introduction by Gackenbach on
the purpose of the focus group sessions. The
participants were then asked to introduce
themselves and describe their media use
experience and at different points Gackenbach
would then give a 10 to 20 minute lecture on
dreams. Before, but generally after, the lecture the
participants were asked to discuss their dreaming
experiences related to social media use or video
game play. Before the end of each session,
participants were allowed chances to ask any
questions they have regarding things being
discussed during the session.
Nine tapes were transcribed coming from
seven focus group session in China (5) and
Canada (2). Totally there are 8.04 hours of audio
tape being recorded, and 5.20 hours were
transcribed. The 2.84 hours that were not being
transcribed including noise, Gackenbach’s
introduction on the purpose of focus group
sessions, and lecture on dreams in all the Chinese
sessions.
Cross Cultural Analysis of Focus Group Discussions about Media Use and Dreams
YueYu*, Jayne Gackenbach & William Wei
*University of Alberta, MacEwan University
Introduction
Although media have impacted our lives in
many ways, very few studies have taken a look at
the relationship between media use and dreams.
These are both constructed realities with the former
being technologically constructed and the latter
biologically constructed. Thus it seems they should
be related as research has shown that waking
experiences of all types are continuous with dream
experiences. This study examined how media,
especially social media and video games, was
associated with people’s dreams by analyzing two
national samples, China and Canada. Here we
focus more on the second part of the study, where
interviews were conducted in a series of focus
group settings in China and Canada. In focus
groups, participants were asked to discuss their
media use, video game play, as well as dreaming
experiences related to media and games. All focus
groups were taped and later transcribed for
qualitative data analysis.
Methods
A recently completed study with three Chinese
(one each in Wuhan, Taiwan and Hong Kong) and
one Canadian university will be partially reported
upon. A total of about 850 respondents filled out
surveys in Chinese, traditional or simple, or English
examining their typical dreams, their self-construal
and their media use history and preferences. A
recent dream was also collected from these diverse
samples. In the second part of this study, primarily
participants from the first part who were frequent
social media and video game consumers were
selected and interviewed in focus groups in
Canada and in China, which is the focus of this
inquiry. Focus groups allow for greater flexibility
since participants are able to share and build on
each other’s ideas, therefore, facilitating a better
understanding of the research topic. The focus
group interviews were then transcribed by a
bilingual Chinese/English speaker and imported
into Nvivo, a qualitative data analysis software.
Data from China and Canada were analyzed
separately in order to make comparisons.
As for the emotional tone of the media
comments, there were very few regarding video
games that had an emotional tone while there were
quite a few for Social media as seen below:
some Chinese participants made the following
comments while discussing about feelings toward
Social media, including cellphone.
“I hate social media, I don't have Facebook, I don't
have Instagram, don't have Twitter, and yeah.”
“But I seldomly post myself. Because I think it’s
meaningless and a waste of time. “
We then turned our attention to dreams and
found that the total dream nodes per session in
Canada were 15 while the total per session in
China were 19.6. This likely reflects a more serious
attitude taken by the Chinese towards dreams.
When the emotional tone of the dream comments
was examined as a function of country it was found
that 69% of the Chinese comments about emotions
in dreams concerned negative emotions while only
46% were so toned among the Canadians. Here is
an example of each:
“Um, um, I just remember one time that um, I dreamed that, I
own the hotel with my aunt. I realized that, it is, it, it is a game I
use to play, but I don't, I don't know how to play this game in
my dream. So I was, um, upset. And then that’s all.” (China
negative emotion)
“Yeah um, last year when I was trying to get into a hockey
team, I dreamt that picked up my cellphone and there’s a text
saying I’m in. But then I woke up and found that wasn't true.
Very disappointing.” (Canada negative emotion)
Finally, there were very few instances where
media in dreams was mentioned in either country.
The exception is China and video game
discussions associated with video game dreams.
Examples of these include:
• “Well, when I was in middle school I used to play
online games about killing monsters. So during that
period of time I dreamt about killing monsters, or
being killed by monsters.”
• “As much as I can recall, there was once I dreamt
about Ku Pao game (*A mobile game by QQ) and I
won the highest score.”
Conclusion
Despite our findings that media use impacts
dreams, it seems that in face to face discussions
their relationship is not considered, even among
the Chinese samples who seem to value dreams.
Acknowledgement: We would like to thank Drs. Ming-Ni Lee of the
National Dong Hwa University; Department of Counseling and
Clinical Psychology; Zongkui Zhou of the Central China Normal
University, School of Psychology and Gino Yu of Hong Kong
Polytechnic University, School of Design, for their assistance in data
collection. Support for this research was provided from a MacEwan
University Special Project Grant.
Country Nodes* References
Order of
sessions
Session name
# of
Male
# of
Female
Total
People
Canada 61 480 First
Canada session1 2 2 4
Canada session 2 7 7 14
Taiwan 63 593 Second
Taiwan session 1 4 4 8
Taiwan session 2 1 7 8
Hong Kong 27 172 Third Hong Kong Ses. 1 0 5 5
Wuhan
68 614 Fourth
Wuhan session 1 5 10 15
Wuhan session 2 3 9 12
Country
Social Media
References
Video Game
References
RowTotals
Canada 54/59%/27% 37/41%/33% 91
China 148/66%/73% 76/34%/67% 224
ColumnTotals 202 113
Mixed
Emotion
Negative
Emotion
Neutral
Positive
Emotion
Row
Totals
Canada
Social
Media
3/30% 2/20% 5/50% 0/0% 10
China Social
Media
0/0% 10/53% 7/37% 2/11% 19

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Cross cultural analysis of focus group discussions about media use and dreams

  • 1. Following are a few questions that framed the discussion: 1. Why do you play video games/use social media online? 2. Talk about the emotions you experience while playing video games/using social media. 3. Talk about how video games/social media come up in your dreams. A very brief lecture on dreams by Dr. Gackenbach was used as it because quickly apparent that after the lecture students were more comfortable sharing a dream than prior to it. The translator/transcriber, from mainland China currently finishing up her BA in Canada, pointed out in her comments about these sessions: most of Asians are passive and reserved, especially while talking in a group setting. If you throw a question like “has anybody ever—”to the group, it is possible that no one will take initiative to answer it. Therefore sometimes silence doesn’t mean “yes” or “no,” but mean “you have to ask me one more time in person.” Results Major meaning nodes included social media, other media, language proficiency, dreams, video games, major/occupation, emotions and negative impact. Each major meaning node included several subnodes, like types of dreams under dreaming. Some nodes are more directly relevant to the thesis at hand while others are not. Since this is a cross cultural analysis comparing countries and their attitudes towards media use and its impact on nighttime dreams, country is the focus of this inquiry. The first inquiry was about the relative comments about two contemporary types of media, social media and video game play, as a function of country. These results are portrayed in the next Table. The numbers in each cell indicate the number of comments on social media use and video game play, row percentage and column percentage. Since there were many more Chinese focus groups than Canadian it only makes sense to look at the row percentages. Basically while there was a slight favor to talking about social media in Canada there was a large such bias in China. This may be because of the preponderance of females in the groups (there are total 13 males compare to 35 female participants) and the taboo on video games in at least mainland China. Subsequent analysis did not support this interpretation. *The Nodes column represents the total number of Nodes being addressed for all the references for each country group. The Reference column displays the total number of contents being coded under all Nodes. For each group, data were coded under the following main categories: Social Media, Video Game, Other Media Mentions, Dream, Emotions, Negative Impact and Impressions of Media, Language Proficiency, Occupation/Major and Emotional Tone. These categories were determined in a conversation between the two focus group facilitators and the translator and transcriber of the tapes. All three were thus very familiar with what occurred. There were also subcategories under each main category. For example, the game “Mario Cart” would be coded under the sub node “Casual Game”, “Genre” and the major node “Video Game.” Each focus group session contains participants and researchers. Gackenbach appeared in person during the two Canadian sessions and talked by Skype during all other sessions. Wei appeared in person for every session. Dr. Ming-Ni Lee appeared in all the Taiwan session in person and in Wuhan session1 by Skype. Each session started with the main researcher, a brief introduction by Gackenbach on the purpose of the focus group sessions. The participants were then asked to introduce themselves and describe their media use experience and at different points Gackenbach would then give a 10 to 20 minute lecture on dreams. Before, but generally after, the lecture the participants were asked to discuss their dreaming experiences related to social media use or video game play. Before the end of each session, participants were allowed chances to ask any questions they have regarding things being discussed during the session. Nine tapes were transcribed coming from seven focus group session in China (5) and Canada (2). Totally there are 8.04 hours of audio tape being recorded, and 5.20 hours were transcribed. The 2.84 hours that were not being transcribed including noise, Gackenbach’s introduction on the purpose of focus group sessions, and lecture on dreams in all the Chinese sessions. Cross Cultural Analysis of Focus Group Discussions about Media Use and Dreams YueYu*, Jayne Gackenbach & William Wei *University of Alberta, MacEwan University Introduction Although media have impacted our lives in many ways, very few studies have taken a look at the relationship between media use and dreams. These are both constructed realities with the former being technologically constructed and the latter biologically constructed. Thus it seems they should be related as research has shown that waking experiences of all types are continuous with dream experiences. This study examined how media, especially social media and video games, was associated with people’s dreams by analyzing two national samples, China and Canada. Here we focus more on the second part of the study, where interviews were conducted in a series of focus group settings in China and Canada. In focus groups, participants were asked to discuss their media use, video game play, as well as dreaming experiences related to media and games. All focus groups were taped and later transcribed for qualitative data analysis. Methods A recently completed study with three Chinese (one each in Wuhan, Taiwan and Hong Kong) and one Canadian university will be partially reported upon. A total of about 850 respondents filled out surveys in Chinese, traditional or simple, or English examining their typical dreams, their self-construal and their media use history and preferences. A recent dream was also collected from these diverse samples. In the second part of this study, primarily participants from the first part who were frequent social media and video game consumers were selected and interviewed in focus groups in Canada and in China, which is the focus of this inquiry. Focus groups allow for greater flexibility since participants are able to share and build on each other’s ideas, therefore, facilitating a better understanding of the research topic. The focus group interviews were then transcribed by a bilingual Chinese/English speaker and imported into Nvivo, a qualitative data analysis software. Data from China and Canada were analyzed separately in order to make comparisons. As for the emotional tone of the media comments, there were very few regarding video games that had an emotional tone while there were quite a few for Social media as seen below: some Chinese participants made the following comments while discussing about feelings toward Social media, including cellphone. “I hate social media, I don't have Facebook, I don't have Instagram, don't have Twitter, and yeah.” “But I seldomly post myself. Because I think it’s meaningless and a waste of time. “ We then turned our attention to dreams and found that the total dream nodes per session in Canada were 15 while the total per session in China were 19.6. This likely reflects a more serious attitude taken by the Chinese towards dreams. When the emotional tone of the dream comments was examined as a function of country it was found that 69% of the Chinese comments about emotions in dreams concerned negative emotions while only 46% were so toned among the Canadians. Here is an example of each: “Um, um, I just remember one time that um, I dreamed that, I own the hotel with my aunt. I realized that, it is, it, it is a game I use to play, but I don't, I don't know how to play this game in my dream. So I was, um, upset. And then that’s all.” (China negative emotion) “Yeah um, last year when I was trying to get into a hockey team, I dreamt that picked up my cellphone and there’s a text saying I’m in. But then I woke up and found that wasn't true. Very disappointing.” (Canada negative emotion) Finally, there were very few instances where media in dreams was mentioned in either country. The exception is China and video game discussions associated with video game dreams. Examples of these include: • “Well, when I was in middle school I used to play online games about killing monsters. So during that period of time I dreamt about killing monsters, or being killed by monsters.” • “As much as I can recall, there was once I dreamt about Ku Pao game (*A mobile game by QQ) and I won the highest score.” Conclusion Despite our findings that media use impacts dreams, it seems that in face to face discussions their relationship is not considered, even among the Chinese samples who seem to value dreams. Acknowledgement: We would like to thank Drs. Ming-Ni Lee of the National Dong Hwa University; Department of Counseling and Clinical Psychology; Zongkui Zhou of the Central China Normal University, School of Psychology and Gino Yu of Hong Kong Polytechnic University, School of Design, for their assistance in data collection. Support for this research was provided from a MacEwan University Special Project Grant. Country Nodes* References Order of sessions Session name # of Male # of Female Total People Canada 61 480 First Canada session1 2 2 4 Canada session 2 7 7 14 Taiwan 63 593 Second Taiwan session 1 4 4 8 Taiwan session 2 1 7 8 Hong Kong 27 172 Third Hong Kong Ses. 1 0 5 5 Wuhan 68 614 Fourth Wuhan session 1 5 10 15 Wuhan session 2 3 9 12 Country Social Media References Video Game References RowTotals Canada 54/59%/27% 37/41%/33% 91 China 148/66%/73% 76/34%/67% 224 ColumnTotals 202 113 Mixed Emotion Negative Emotion Neutral Positive Emotion Row Totals Canada Social Media 3/30% 2/20% 5/50% 0/0% 10 China Social Media 0/0% 10/53% 7/37% 2/11% 19