This study explores how video game play may influence dreams, specifically relating to nightmare frequency. Previous research found that high-end male gamers experienced less nightmares than low-end males, but this effect was not seen in females. The current study examined personality traits, social media use, dream responses, and nightmare experiences between high-end and low-end female gamers of combat and non-combat game genres. Results found some differences in personality, social media use, and responses to dream threat between the groups. The study aims to further explore gender differences in the proposed "nightmare protection effect" of video game play.
This document is a media studies questionnaire that asks respondents about their gender, age, favorite film genre and sub-genre of thrillers. It also asks about character dynamics they like to see in thriller films and whether good soundtracks and effects increase the quality of thrillers.
An inquiry into the lack of nightmare protection associated with video game p...jgackenb
Boyes, A. & Gackenbach, J.I. (2015, May). An Inquiry into the Lack of Nightmare Protection Associated with Video Game Play by Female Gamers, Paper presented at Digital Diversity: Writing, Feminism and Culure, Edmonton, AB.
Video game play as nightmare protection a preliminary inquiry on military gam...jgackenb
Gackenbach, J.I., Hall, C. & Ellerman, E. (2011, June). Video Game Play as Nightmare Protection: A Preliminary Inquiry on Military Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
Gackenbach, J.I., Darlington, M. & Ferguson, M. (2012, April). Video Game Play as Nightmare Protection. Paper presented at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
Nightmare protection hypothesis and female gamersjgackenb
Boyes, A. & Gackenbach, J.I. (2014, June). Nightmare Protection Hypothesis and Female Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
This document is a media studies questionnaire that asks respondents about their gender, age, favorite film genre and sub-genre of thrillers. It also asks about character dynamics they like to see in thriller films and whether good soundtracks and effects increase the quality of thrillers.
An inquiry into the lack of nightmare protection associated with video game p...jgackenb
Boyes, A. & Gackenbach, J.I. (2015, May). An Inquiry into the Lack of Nightmare Protection Associated with Video Game Play by Female Gamers, Paper presented at Digital Diversity: Writing, Feminism and Culure, Edmonton, AB.
Video game play as nightmare protection a preliminary inquiry on military gam...jgackenb
Gackenbach, J.I., Hall, C. & Ellerman, E. (2011, June). Video Game Play as Nightmare Protection: A Preliminary Inquiry on Military Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
Gackenbach, J.I., Darlington, M. & Ferguson, M. (2012, April). Video Game Play as Nightmare Protection. Paper presented at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
Nightmare protection hypothesis and female gamersjgackenb
Boyes, A. & Gackenbach, J.I. (2014, June). Nightmare Protection Hypothesis and Female Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Gackenbach, J.I. (2009, June). Dreams and Video Game Play. Planary Session paper presented at Toward a Science of Consciousness : Investigating Inner Experience – Brain, Mind, Technology, Hong Kong, China
Dreams and video game play games for health conference 2010jgackenb
Gamers experience dreams differently than non-gamers in several ways:
1) Gamers report more lucid and controllable dreams where they realize they are dreaming and can influence dream events.
2) Gamer dreams contain fewer characters experiencing misfortune or aggression, but when aggression occurs it is more intense and physical.
3) Gamer dreams are rated higher in bizarreness by judges but gamers themselves do not find their own dreams more bizarre. Higher bizarreness is associated with higher creativity.
This document provides an introduction to video games, including their history, cultural impact, intended effects, and research on positive and negative outcomes. It discusses how video games have grown to a $20 billion industry in the US with average gamers being 35 years old. Important historical figures who developed early games are identified. Research on motivations for playing video games and their effects on aggression, learning, and addiction are summarized. The popularity of online multiplayer games is also covered.
Morning After Dreams of Video Game Play versus Meditation/Prayerjgackenb
Swanston, D. & Gackenbach, J.I. (2011, June). Morning After Dreams of Video Game Play versus Meditation/Prayer. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
Nightmare protection as motivation to play video gamesjgackenb
Gackenbach, J.I. (2013, June). Nightmare protection as motivation to play video games. Paper presented at the preconference of the game studies division of the International Communication Association, London, England.
This study examined how people are perceived on Facebook based on their profile picture and friend count in terms of potential for friendship and employment. 92 participants viewed fabricated Facebook profiles that varied the number of friends (high vs. low) and type of profile picture (individual photo vs. group photo). Participants then rated each profile on scales of friendship and employment potential. Results showed that for females, a low friend count and individual photo led to higher ratings for potential employment, while a high count and group photo led to higher friendship ratings. For males, friend count and photo type did not impact employment ratings, but a high count and group photo received higher friendship ratings. The study provides insight into how quickly judgments are made from limited Facebook information.
The document summarizes 3 studies comparing the effects of contemplative practice (meditation/prayer) and video game play on attention, mindfulness, dreaming, and transpersonal experiences. The studies found that while both activities were associated with benefits like improved attention and mood, gamers performed better on some attention tasks and had higher self-presence. Contemplatives reported more meditation/prayer content in dreams. Overall, the studies suggest both activities can impact cognition and consciousness in some similar and some different ways.
This document provides detailed episode plans for exploring the impacts of different types of video games. The first plan focuses on role-playing games and examines stereotypes in these games, their physical and mental health effects, and the technology platforms used. The second plan evaluates adventure games' impacts on the body and mind by looking at positive/negative effects, benefits/drawbacks for the brain, and stereotypes. The third analyzes action games by genre, representations, and impacts. The fourth outlines exploring purpose games' definition, audience, and effects as well as the platforms used.
China and canada a comparison of media use and dream intensityjgackenb
Gackenbach, J.I., Lee, M., Zhou, Z. & Yu, G. (2015, June). China and Canada: A Comparison of Media Use and Dream Intensity. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
7 things you didn't know about playing video gamesPanafrickSammy
1) The document discusses 7 things people may not know about playing video games, including benefits like stimulating the brain, developing problem-solving skills, and relieving stress.
2) It provides statistics on who plays video games, with over 200 million players in the US spanning all ages, genders, and backgrounds. Most common devices are consoles, smartphones, and PCs.
3) Reasons for playing include connecting with others, relaxing, mental stimulation, and entertainment. The document aims to change negative perceptions of video games.
This document discusses video game usage in children and provides guidance for teachers. It covers various genres of video games, why children play games, how gameplay affects the developing brain, and how to evaluate excessive gameplay. Teachers are encouraged to better understand their students' gaming interests and habits in order to support those struggling with excessive play through environmental accommodations and teaching independence and boundaries.
Violent Video Games: Changes in non-verbal behavior and short-term effects on...Paulo Melo
This is the presentation I made in October/09 in Brazil during Interaction\'09 South America. This work reports a project my group did during USI program.
Contemplative practice versus video game play associationsjgackenb
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.
Abstract: The unquestioned popularity of video games as a pre-eminent source of entertainment has brought with it a renewed focus on the medium from the political and scholarly arenas. Games are an robust economic force, yet research tends to focus on their content as being "good" or "bad" rather than the experiences of the players themselves, which leaves our understanding of the phenomenology of the video game experience incomplete (at best) and inaccurate (at worst). To this end, Dr. Bowman's presentation will briefly review the current state of gaming research before suggesting ways in which scholars can pursue gaming research that compliments rather than replicates what has already been gleaned from more media effects-oriented studies, citing four exemplar studies.
Bio: Nick Bowman (Ph.D., Michigan State University) is an assistant professor in the Department of Communication Studies at West Virginia University where he specializes in digital and social media technology - in particular, the motivations and uses of interactive media for entertainment, relational, informational and persuasive purposes. He has published nearly two dozen research articles in journals such as Computers in Human Behavior, Media Psychology, New Media and Society, and Journal of Communication and currently serves on the editorial board of Media Psychology and Journal of Media Psychology. He is an active member of National Communication Association and International Communication Association, and is an avid gamer of third- and fourth-generation video game consoles.
This document discusses ethics and perspectives in the context of computer games. It presents two perspectives - a child perspective which is egocentric and an adult perspective which is more critical. It discusses ethical theories like utilitarianism and Kantianism in relation to software piracy and killing in computer games. It analyzes specific examples from games like GTA 3 and Ghost Recon in more detail using virtue ethics, duty ethics and consequentialism. Student survey results are presented showing gamers often make ethical choices in games like The Walking Dead. The conclusion questions whether computer games truly desensitize kids or make them more violent given the survey results.
Health Games & Mobile Adventure Walks presentation at BerkeleyJulie Price
Health Gaming Presentation at the Kaiser Permanente-EdgeOnCollege Healthcare Innovation Technology Series at Berkeley. Presented health games and the process to design and build Mobile Adventure Walks, a free iPhone game that makes walking fun.
1. The document discusses designing ethical dilemmas in video games to create more meaningful play experiences and unlock new player emotions beyond fear and aggression.
2. It outlines different types of ethical designs such as open systems that are affected by player choice and closed designs that subtly guide player actions and decisions.
3. The author argues that open designs allowing ambiguity are better for ethical dilemmas and advocates for narrative consequences, obstacles to different choices, and permanence of decisions to maximize player investment and impact of their choices.
These are the slides from my invited address on Dreams and Art given at the annual conference of the International Association for the Study of Dreams, Ashland, OR, June 2023. It is a first person account of a seven year dream diary and art journal using both quantitative and qualitative methods.
Cognitive Evaluation of Video Games: Players' Perceptions jgackenb
Gackenbach, J.I. & Rosie, M. (2009, May). Cognitive Evaluation of Video Games: Players Perceptions. Poster presented at Future Play 2009, Vancouver, BC.
More Related Content
Similar to Female gamers and the nightmare protection thesis a further exploration
Gackenbach, J.I. (2009, June). Dreams and Video Game Play. Planary Session paper presented at Toward a Science of Consciousness : Investigating Inner Experience – Brain, Mind, Technology, Hong Kong, China
Dreams and video game play games for health conference 2010jgackenb
Gamers experience dreams differently than non-gamers in several ways:
1) Gamers report more lucid and controllable dreams where they realize they are dreaming and can influence dream events.
2) Gamer dreams contain fewer characters experiencing misfortune or aggression, but when aggression occurs it is more intense and physical.
3) Gamer dreams are rated higher in bizarreness by judges but gamers themselves do not find their own dreams more bizarre. Higher bizarreness is associated with higher creativity.
This document provides an introduction to video games, including their history, cultural impact, intended effects, and research on positive and negative outcomes. It discusses how video games have grown to a $20 billion industry in the US with average gamers being 35 years old. Important historical figures who developed early games are identified. Research on motivations for playing video games and their effects on aggression, learning, and addiction are summarized. The popularity of online multiplayer games is also covered.
Morning After Dreams of Video Game Play versus Meditation/Prayerjgackenb
Swanston, D. & Gackenbach, J.I. (2011, June). Morning After Dreams of Video Game Play versus Meditation/Prayer. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
Nightmare protection as motivation to play video gamesjgackenb
Gackenbach, J.I. (2013, June). Nightmare protection as motivation to play video games. Paper presented at the preconference of the game studies division of the International Communication Association, London, England.
This study examined how people are perceived on Facebook based on their profile picture and friend count in terms of potential for friendship and employment. 92 participants viewed fabricated Facebook profiles that varied the number of friends (high vs. low) and type of profile picture (individual photo vs. group photo). Participants then rated each profile on scales of friendship and employment potential. Results showed that for females, a low friend count and individual photo led to higher ratings for potential employment, while a high count and group photo led to higher friendship ratings. For males, friend count and photo type did not impact employment ratings, but a high count and group photo received higher friendship ratings. The study provides insight into how quickly judgments are made from limited Facebook information.
The document summarizes 3 studies comparing the effects of contemplative practice (meditation/prayer) and video game play on attention, mindfulness, dreaming, and transpersonal experiences. The studies found that while both activities were associated with benefits like improved attention and mood, gamers performed better on some attention tasks and had higher self-presence. Contemplatives reported more meditation/prayer content in dreams. Overall, the studies suggest both activities can impact cognition and consciousness in some similar and some different ways.
This document provides detailed episode plans for exploring the impacts of different types of video games. The first plan focuses on role-playing games and examines stereotypes in these games, their physical and mental health effects, and the technology platforms used. The second plan evaluates adventure games' impacts on the body and mind by looking at positive/negative effects, benefits/drawbacks for the brain, and stereotypes. The third analyzes action games by genre, representations, and impacts. The fourth outlines exploring purpose games' definition, audience, and effects as well as the platforms used.
China and canada a comparison of media use and dream intensityjgackenb
Gackenbach, J.I., Lee, M., Zhou, Z. & Yu, G. (2015, June). China and Canada: A Comparison of Media Use and Dream Intensity. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
7 things you didn't know about playing video gamesPanafrickSammy
1) The document discusses 7 things people may not know about playing video games, including benefits like stimulating the brain, developing problem-solving skills, and relieving stress.
2) It provides statistics on who plays video games, with over 200 million players in the US spanning all ages, genders, and backgrounds. Most common devices are consoles, smartphones, and PCs.
3) Reasons for playing include connecting with others, relaxing, mental stimulation, and entertainment. The document aims to change negative perceptions of video games.
This document discusses video game usage in children and provides guidance for teachers. It covers various genres of video games, why children play games, how gameplay affects the developing brain, and how to evaluate excessive gameplay. Teachers are encouraged to better understand their students' gaming interests and habits in order to support those struggling with excessive play through environmental accommodations and teaching independence and boundaries.
Violent Video Games: Changes in non-verbal behavior and short-term effects on...Paulo Melo
This is the presentation I made in October/09 in Brazil during Interaction\'09 South America. This work reports a project my group did during USI program.
Contemplative practice versus video game play associationsjgackenb
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.
Abstract: The unquestioned popularity of video games as a pre-eminent source of entertainment has brought with it a renewed focus on the medium from the political and scholarly arenas. Games are an robust economic force, yet research tends to focus on their content as being "good" or "bad" rather than the experiences of the players themselves, which leaves our understanding of the phenomenology of the video game experience incomplete (at best) and inaccurate (at worst). To this end, Dr. Bowman's presentation will briefly review the current state of gaming research before suggesting ways in which scholars can pursue gaming research that compliments rather than replicates what has already been gleaned from more media effects-oriented studies, citing four exemplar studies.
Bio: Nick Bowman (Ph.D., Michigan State University) is an assistant professor in the Department of Communication Studies at West Virginia University where he specializes in digital and social media technology - in particular, the motivations and uses of interactive media for entertainment, relational, informational and persuasive purposes. He has published nearly two dozen research articles in journals such as Computers in Human Behavior, Media Psychology, New Media and Society, and Journal of Communication and currently serves on the editorial board of Media Psychology and Journal of Media Psychology. He is an active member of National Communication Association and International Communication Association, and is an avid gamer of third- and fourth-generation video game consoles.
This document discusses ethics and perspectives in the context of computer games. It presents two perspectives - a child perspective which is egocentric and an adult perspective which is more critical. It discusses ethical theories like utilitarianism and Kantianism in relation to software piracy and killing in computer games. It analyzes specific examples from games like GTA 3 and Ghost Recon in more detail using virtue ethics, duty ethics and consequentialism. Student survey results are presented showing gamers often make ethical choices in games like The Walking Dead. The conclusion questions whether computer games truly desensitize kids or make them more violent given the survey results.
Health Games & Mobile Adventure Walks presentation at BerkeleyJulie Price
Health Gaming Presentation at the Kaiser Permanente-EdgeOnCollege Healthcare Innovation Technology Series at Berkeley. Presented health games and the process to design and build Mobile Adventure Walks, a free iPhone game that makes walking fun.
1. The document discusses designing ethical dilemmas in video games to create more meaningful play experiences and unlock new player emotions beyond fear and aggression.
2. It outlines different types of ethical designs such as open systems that are affected by player choice and closed designs that subtly guide player actions and decisions.
3. The author argues that open designs allowing ambiguity are better for ethical dilemmas and advocates for narrative consequences, obstacles to different choices, and permanence of decisions to maximize player investment and impact of their choices.
Similar to Female gamers and the nightmare protection thesis a further exploration (20)
These are the slides from my invited address on Dreams and Art given at the annual conference of the International Association for the Study of Dreams, Ashland, OR, June 2023. It is a first person account of a seven year dream diary and art journal using both quantitative and qualitative methods.
Cognitive Evaluation of Video Games: Players' Perceptions jgackenb
Gackenbach, J.I. & Rosie, M. (2009, May). Cognitive Evaluation of Video Games: Players Perceptions. Poster presented at Future Play 2009, Vancouver, BC.
Dream and Blog Content Analysis of a Video Gamers Long Term Diary jgackenb
Gackenbach, J.I., Sample, T., Mandel, G., Tomashewsky, M., Kuchinsky, M. & Masliuk, K. (2010, June). Dream and Blog Content Analysis of a Video Gamers Long Term Diary. Poster presented at the annual meeting of the the International Association for the Study of Dreams, Ashville, North Carolina.
Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. jgackenb
Rosie, M., Gackenbach, J.I., Bown, J. & Sample, T. (2010, June). Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. Poster presented at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Dream use in various courses to various cultural groupsjgackenb
Gackenbach, J.I. (2010, June). Dream Use in Various Courses to Various Cultural Groups. Paper presented at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Long term online dream diary of an OCD gamerjgackenb
Gackenbach, J.I., Masiuk, K. & Sample, T. (2010, June). Long Term Online Dream Diary of an OCD Individual. Paper presented as part of a symposium Research into the Dreams of Several Clinical Groups, at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Experts versus trained dream coders does it make a differencejgackenb
Gackenbach, J.I., Ferguson, M., Darlington, M., Flockhart, C., Swanson, D. & Ahlswede, S. (2012, June). Experts versus trained dream coders: Does it make a difference? Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkeley, CA.
History of gaming and gaming daily activities associated with nightmaresjgackenb
This study examined the relationship between video game play history, recent game play, and subsequent dreams, specifically focusing on nightmares. The researchers analyzed dreams reported by 107 individuals who frequently played video games. Those who played games daily to weekly and had a dream over 40 words were included. The study found that for males, playing a game before bed was associated with increased confidence that the dream was a nightmare, but for females it decreased this confidence. For threat and consequences in dreams, males who didn't play recently had less threat while females had more if they played recently. The researchers concluded that video game play may protect against nightmares for males but not females, possibly due to differences in game genres typically played.
Threat and central image in dreams student and soldier gamersjgackenb
This document summarizes research on the relationship between video game playing and dreams. It describes two studies that compared high and low gamers - one with military personnel and one with university students. The studies examined threat levels and central images in recent dreams versus trauma/military dreams. For students, self-reported nightmares supported the hypothesis that gaming reduces nightmares, but threat ratings did not. Central image intensity did but emotion did not. Reactions to trauma dreams also supported the hypothesis for students. Comparing students to soldiers found similar responses in dreams depending on gaming level and dream context. More information is available in two books published in 2012.
Gackenbach, J.I. (2012, April). Video Game Play and Consciousness. Presentation in the form of a talk and two posters at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
This document discusses the role of dreaming in AI-human interactions and the impacts of virtual reality technologies. It summarizes a presentation on how increased immersion in virtual worlds through activities like video game playing may influence dreaming. The author's lab studies gamers' dreams and has found some gamers incorporate gaming content and scenarios into their dreams. The lab's research also suggests gaming may increase lucid and bizarreness in dreams, and influence how threats are simulated. The conclusions question whether these changes reflect improved cognition or creativity from extensive virtual world exposure and immersion.
From lucid to gaming dreams: So what is the fabric of reality?jgackenb
Gackenbach, J.I. (2014, June). From Lucid to Gaming Dreams: So What Is the Fabric of Reality? (Presentation within symposium “Being Transformed by Lucid Dreaming Research”). Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Self-Construal, Media Use and Dreams between Canadians of Differing Cultural ...jgackenb
This study examined the relationships between culture, media use, and dreaming in Canadian undergraduate students. Over 450 participants completed an online survey assessing demographics, video game and social media use, dream experiences, and independent versus interdependent self-construal. Factor analyses revealed factors related to video game play, social media use, and dream emotions. Regression analyses showed some associations between media use factors and dream factors, such as positive associations between video game play and dream work, and between social media use and dream amount/altered episodes. Culture showed no direct associations with dreaming. The study aimed to investigate how culture may mediate relationships between media use and dreaming.
Video Game Nightmare Protection: An Experimental Inquiry. jgackenb
Flockhart, C. Gackenbach, J.I. & Ditner, A. (2014, June). Video Game Nightmare Protection: An Experimental Inquiry. Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Culture media use and dreams china and canadajgackenb
Gackenbach, J.I. (2015, May). Culture, Media Use and Dreams: China and Canada. Paper presented at Digital Diversity: Writing, Feminism and Culture, Edmonton, Alberta.
Relationship between Presence in Virtual Reality Game Play and Dreamsjgackenb
Sinyard, A., Gackenbach, J.I., Yu, Y. & Hakopdjanian, S. (2015, June). Relationship between Presence in Virtual Reality Game Play and Dreams. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
Oculus Rift Effects on Presence and Dreams: Replication and Extensionjgackenb
Boopalan, A., White, E. & Gackenbach, J.I. (2016, June). Oculus Rift Effects on Presence and Dreams: Replication and Extension. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
Emerging implications of virtual reality video game play on dreamsjgackenb
Gackenbach, J.I., Rai, N. & Wagner, B. (2019, June). Emerging Implications of Virtual Reality Video Game Play on Dreams. Paper presented at the International Association for the Study of Dreams, Kerkrade, The Netherlands.
Nightmare protection an experimental inquiryjgackenb
Flockhart, C., Gackenbach, J.I., & Ditner, A. (2015, June). Nightmare protection: An experimental inquiry. Paper presented at the Towards a Science of Consciousness conference, Helsinki, Finland.
Video game play and nightmare protection hypothesis a cross cultural analysis.jgackenb
Ditner, A. Gackenbach, J.I., & Hakopdjanian, S. (2015, June). Video Game Play and Nightmare Protection Hypothesis: A Cross Cultural Analysis. Poster presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
Ready to Unlock the Power of Blockchain!Toptal Tech
Imagine a world where data flows freely, yet remains secure. A world where trust is built into the fabric of every transaction. This is the promise of blockchain, a revolutionary technology poised to reshape our digital landscape.
Toptal Tech is at the forefront of this innovation, connecting you with the brightest minds in blockchain development. Together, we can unlock the potential of this transformative technology, building a future of transparency, security, and endless possibilities.
HijackLoader Evolution: Interactive Process HollowingDonato Onofri
CrowdStrike researchers have identified a HijackLoader (aka IDAT Loader) sample that employs sophisticated evasion techniques to enhance the complexity of the threat. HijackLoader, an increasingly popular tool among adversaries for deploying additional payloads and tooling, continues to evolve as its developers experiment and enhance its capabilities.
In their analysis of a recent HijackLoader sample, CrowdStrike researchers discovered new techniques designed to increase the defense evasion capabilities of the loader. The malware developer used a standard process hollowing technique coupled with an additional trigger that was activated by the parent process writing to a pipe. This new approach, called "Interactive Process Hollowing", has the potential to make defense evasion stealthier.
Discover the benefits of outsourcing SEO to Indiadavidjhones387
"Discover the benefits of outsourcing SEO to India! From cost-effective services and expert professionals to round-the-clock work advantages, learn how your business can achieve digital success with Indian SEO solutions.
Female gamers and the nightmare protection thesis a further exploration
1. Female Gamers and the Nightmare
Protection Thesis: A Further
Exploration
Alison Ditner
Honor’s student in Jayne Gackenbach’s Video Game Lab
International Association for the Study of
Dreams, 2015
2. Overview
• History of dreams
• Dream Theories
– Gaming
connection
• Previous research
• My Research
• Results
3. Dream Simulation Theory
• Evolutionary
advantage
• Mimic
threatening
situations
• Increasing
survival
value
Revonsou & Valli (2000)
5. Video Games
• Increasing realism
• A new route for rehearsing threatening
situations
• Waking practice influences dreams
1996 2013
Video Game:
Tomb Raider
6. Nightmare Protection Theory
• Well-rehearsed
defensive responses
due to video game
play generalize to
dreams
• Study of military
gamers
– High end male gamers
showed a decrease in
nightmare frequency
than low end males
Gackenbach, Ellerman, & Hall (2011)
7. Gender Difference in
Nightmare Protection Effect
Male
Female
Hi Low
Nightmare
Intensity
Gackenbach, Darlington, Ferguson, & Boyes (2013)
Nightmare Protection
8. Explanation of Gender
Difference
Main explanations:
a)Genre
b)Sex-role Conflict
c)Personality Variables
d)Expressions of aversion in dreams, and
pervasiveness of emotions during and after
dreaming
e)Game-related reactions in dreams
Gackenbach, Darlington, Ferguson, & Boyes (2013)
9. Participants
• Females
• Dream recall > once a month
• Game play of any frequency
• Genre preferences:
– Combat-centric: First person shooter, role-
play, action-adventure
– Non-combat-centric: driving, casual, puzzle,
dance/music, card, etc.
11. Findings – Gamer GroupsLowEndGamers(68)
20 Combat
48 Non-Combat
HighEndGamers(66)
41 Combat
25 Non-Combat
Video Game Genre
12. Findings
• Personality:
– Extraversion higher in low end players
– Agreeableness marginally higher in low end players
• Social Media Use:
– Low end females engaged significantly more in social
media
– Inconsistent with literature based on personality
variables
• Possible reason: Media use scale failed to capture
new types of video game related social media
13. Findings
• Game related responses:
– Participants perceived similarity between their
dream and video game responses to threat, no
difference was found
• Interaction styles with threat in reported
nightmare
• Tending Response – Higher in non-combat players
• Seeking Help Response – Higher in low end combat
players
18. MACE Items
Yes
(Combat)
Yes
(Noncombat)
No (Combat)
No
(Noncombat)
OPTION: Did you choose between two or more options? (e.g. I chose to do my
homework instead of going out to the movies)
Nonsig nonsig
Hi VG
(69%)>Lo
VG (31%)
Hi VG
(21%)<Lo
VG (79%)
COMMENT: Did you comment to yourself about any person or event? (e.g. I said
to myself “that person looks like my sister”)
Hi VG
(66%)>Lo
VG (34%)
Hi VG
(28%)<Lo
VG (72%)
Hi VG
(72%)>Lo
VG (28%)
Hi VG
(39%)<Lo
VG (61%)
ATTENTION: Did something or someone suddenly capture your attention? (e.g. I
heard a scream behind me and I turned around to see what happened)
Hi VG
(63%)>Lo
VG (37%)
Hi VG
(34%)<Lo
VG (66%)
Hi VG
(86%)>Lo
VG (53%)
Hi VG
(28%)<Lo
VG (72%)
FOCUS: Did you focus for a period of time on accomplishing a particular task?
(e.g. I looked all over for my keys)
Hi VG
(61%)>Lo
VG (39%)
Hi VG
(38%)<Lo
VG (63%)
Hi VG
(76%)>Lo
VG (24%)
Hi VG
(27%)<Lo
VG (73%)
DIFFICULTY: Did you experience any unusual difficulty in accomplishing
anything you were trying to do? (e.g. My tennis serve is usually good, but for
some reason I couldn’t get the ball over the net)
Hi VG
(65%)>Lo
VG (35%)
Hi VG
(36%)<Lo
VG (64%)
Hi VG
(74%)>Lo
VG (26%)
Hi VG
(28%)<Lo
VG (72%)
CONCERN: Were you concerned about the impression you made, how you
looked or how you appeared to others? (e.g I was afraid I’d seem foolish if I
asked a question)
Hi VG
(75%)>Lo
VG (25%)
Hi VG
(27%)<Lo
VG (73%)
Hi VG
(66%)>Lo
VG (34%)
Hi VG
(35%)<Lo
VG (65%)
EMOTION: Did you feel any emotions during the experiences? (e.g. I felt angry)
Hi VG
(69%)>Lo
VG (31%)
Hi VG
(32%)<Lo
VG (68%)
Nonsig Nonsig
SELF-THOUGHT: Did you think about your own thoughts or feelings? (e.g. I
thought about the intensity of the jealousy I was feeling)
Hi VG
(65%)>Lo
VG (35%)
Hi VG
(34%)<Lo
VG (66%)
Hi VG
(75%)>Lo
VG (25%)
Hi VG
(31%)<Lo
VG (69%)
TASK THINKING: Did you think about what you were doing? (e.g. I was
thinking I need to be careful not to spill the boiling pot)
Hi VG
(62%)>Lo
VG (38%)
Hi VG
(36%)<Lo
VG (64%)
Hi VG
(77%)>Lo
VG (23%)
Hi VG
(29%)<Lo
VG (71%)
AWARENESS THINKING: Did you think about what was happening around
you? (e.g. I though about how people seemed to be running in all directions at
once)
Hi VG
(65%)>Lo
VG (35%)
Hi VG
(40%)<Lo
VG (60%)
Hi VG
(82%)>Lo
VG (18%)
Hi VG
(17%)<Lo
VG (83%)
19. MACE
• High end combat players are more likely to
answer respond YES and NO than low end
combat players.
• Low end non-combat players are more likely
to respond both YES and NO than high end
non-combat players.
• Still unsure what this exactly means
20. Future Directions
• Examine both Males and
Females using this study
– Currently being undertaken
• Explore the data in new ways
– *what were they called. Not
covariates? I don’t think
• Experimentally examine
Nightmare Protection in
Females
21. Questions?
Thank you to Dr. Gackenbach for your
supervision!
Thanks to Carson Flockhart and
Cynthia Ma for your help!
Slides can be found at:
www.spiritwatch.ca
And
http://academic.macewan.ca/gackenbachj/
In the near future!
Editor's Notes
Good afternoon! I’m Alison Ditner and today I will be talking to you about Female Gamers and the Nightmare Protection Thesis which is a further exploration of the work done previously by Dr. Jayne Gackenbach.
Here is a quick overview of what I will be talking to you about today: I will quickly cover some:
Historical view of dreams
Dream theories and how these relate to gaming
We will look at some previous research
And the research that I conducted this year and the results
Every night, as we and many other mammals are fast asleep, we dream. Even if you don't remember it, studies have shown that we all dream (Aserinsky & Kleitman, 1953)
Dreams have been a phenomenon to humans throughout time with evidence from ancient civilizations conceptualizing dreaming dating back to 3100 BC.
The question is why do we dream?
Dreams have been conceptualized in evolutionary terms, such that dreams have a specific and important purpose in allowing us to mimic threatening situations in the real world in a safe manner. This allows us to practice ways to react to these situations, without real danger. This would have particular impact in more historical contexts when humans lived in more hostile environments.
Dreams are hypothesized to follow the continuity hypothesis. Meaning that dreams reflect the experiences we have in waking life.
When looking at the content of dreams, evidence has been found indicating that experiences people had in their day to day lives, like lots of driving, tend to occur in dreams.
With ever increasing graphic capabilities, and immersive stories, video games have started to be seen as an alternative route for experiencing and practicing reactions to threatening situations, replacing the need for the simulation aspect of nightmares.
Because we play video games during our waking lives, the practice afforded to gamers during the day, under dream continuity should also be reflected in our dreams by means of aiding gamers responses to threatening situations in their dreams.
The well-rehearsed defensive responses due to video game play generalizes to dreams.
In a study of military gamers, Dr. Gackenbach and her colleagues found that high end males (males who game more than once a week) showed a decrease in nightmare frequency compaired low end males (or males who game less than monthly). This is the nightmare protection hypothesis.
This study shows that lo gamers, both male and female had about equal self-reported nightmare intensity.
High Male Gamers had significantly decreased levels of nightmare intensity this is the nightmare protection effect ***CLICK***. High female gamers had significantly increased nightmare intensity. So the protection effect only seems to be happening in males!
The aim of my current study is to try to figure out why this is…
In conversation with Dr. Gackenabck, came up with some possible explanations for this gender difference
Genre: perhaps the reason for this difference lies in the difference in typical genre of video game play for males and females
Sex-role conflict: The traits of masculinity and femininity in female gamers may be playing a role in nightmare protection
Personality differences
The expression of aversion in dreams and the pervasiveness of emotions after dreaming (the types of threat, the emotions they cause and how long negative emotions last after waking up and how intense they are)
And game-related reactions in dreams (are females actually using the same responses to threat in their nightmares as they use in their video game play)
For my study we looked exclusively at females with a dream recall of more than once a month, and video game play of any frequency.
We exclusively chose females who fit one of two genre prefrences of video game play: combat centric and non-combat centric. Combat-centric games are those that involve a fighting element, where as non-combat games do not have the fighting element.
Examples of combat games are FPS, role-play and action-adventure.
Non-combat games are typically casual games such as driving, puzzle, and dance/music games.
Here is a quick look at the methods we used in this study.
After passing the pre-screen criteria just discussed, participants moved on to fill out a series of questionnaires. First they answered some personality questionniares.
The participants were then asked to report their most recent nightmare and answer questions pertaining to that nightmare. This was followed by questions about participant’s typical dreams..
Additionally, a media use questionnaire was completed by participants
After the survey was completed, the nightmares were coded under Threat Simulation by independent judges who will evaluated different elements of threat in the nightmares.
Cautionary note on cell size of low end combat groups, and high end non-combat groups.
This may have affected findings
Personality: In my literature research on personality variables, dreams and video game. I did not expect to find the traits of agreeableness and extraversion to show up. What I found was low end players tend to be more extraverted, as well as marginally more agreeable. When compared against information from social media literature, these results were even more surprising.
Typically, the literature tells us that low end social media users tend to be less extroverted, but we found low end players to be more extroverted and be more frequent social media users. SO how could this be?
One possibility is that our social media use measure failed to take an accurate measure of social media use through video games, such as built in messangers, video chats, and team voice chats. Maybe high end players, who are less extroverted, are actually engaging in a lot more social media, but just not through traditional means like facebook or email. More exploration needs to be taken on this topic to figure out if this is the reason our data is inconsistent with previous literature.
Game relation: when asked about the similiarity between how they react to aversion in their self reported nightmare and video games, the groups showed no difference. However, we did only approach it by asking one question.
Nightmare reports: Threat responses in nightmares can take many forms such as Tending, Befriending, Fight, Flight, and Engaging in Dialouge with the threat. By assessing the self-reported threat responses in the reported nightmares, we saw that non-combat players were more tending to others, and low end combat players sought more help from others to deal with threat. This Could be due to game play styles.
In non-combat games, players often have nothing to lose by helping others, such as accepting requests for more lives. In combat games, however, aiding others could put you in more danger! Such as rushing into a combat area to revive a fallen teammate.
When an infrequent combat player is in danger or struggling to advance in the game, they may look to others for advice, such as tactical tips. This usually offers no detriment to other players, and helps to increase survival and success rates of novice combat players and even their teams.
So the similarities between game responses to threat and nightmare responses to threat may exist.
Under our first hypothesis of Genre playing a role in nightmare protection via the rehearsal and continuity hypothesis discussed earlier, we found that females who frequently play video games of the combat style showed a significant decrease in the amount of self-reported fear they experienced during their nightmare and after waking from their nightmare!
Interestingly, according to this data, for females who play combat games at low frequency, there is a significant increase in nightmare fear! Understandable under continuity, if you are playing a scary or traumatizing game, like combat games, but not playing enough to develop responses to these threats, then you may dream about those experiences at night and not be able to respond to them.
This result not only showed how genre could be affecting nightmare protection, but also how females in these game groups may be experiencing aversion differently in their dreams.
When we looked at how our judges coded threat under the Threat Simuluation coding scheme, we found that high end combat players had a marked increase in the severity of the consequences of threat compaired to the other video game groups. These consequences went from no loss to self, to mild loss, to severe loss.
Even though high end gamers have more aversive content in their self-reported nightmares, they are having a much lower reaction of fear, which suggests to us that they are responding to and interpreting the aversive content in their dreams differently than the other groups!
The different reactions to aversive content needs to be examined more exclusively in future studies.
Sex-role: Found that… although it is marginal, it may reflect the hypothesis of stereo-type threat affecting nightmares in females. Traits of masculinity may protect some combat playing females from unconscious feelings of stereo-type threat, or the threat that as a women, there is something “wrong” with playing video games, especially combat video games, causing combat playing females with more feminine traits to feel more stereo-type threat. It is possible that females with more masculine traits naturally gravitate towards combat style video games, or that these video games bring out more masculine traits. It is unclear at this time how sex-role traits affect nightmare frequencies in these video game groups and much more further exploration is needed to see if there is a difference between low end and high end combat playing females in their sex-roles or stereo-type threat.
CHI square row percentages as function of VGF X Genre group
Are our stats wrong, did we ask the wrong questions…?
However, it did just ask about the self-reported nightmare, and not an overall view of dreams. Perhaps in the future, participants should be asked to provide an example of instances in their nightmare, or MACE should be assessed by judges, this may be difficult though because participants do not often report their metacognitive thoughts in their dream report.