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DAN SWANSTON AND JAYNE
GACKENBACH
MACEWAN UNIVERSITY
Morning After Dreams of Video
Game Play versus
Meditation/Prayer
Thanks to Grant MacEwan University, Department of Psychology for
sponsoring this research and to Steve Ahlswede for help in coding dreams.
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.
When you think of video games . . . .
Buddhist monks?
The Stereotypes
Video Games
Meditative
Absorption/
Game
Transfer
Phenomenon
Dissociation/
Immersion/
Flow
Life-like
graphics
Deep plots
Complex
strategies &
gameplay
Multimodal
stimuli
Reinforcing
rewards
Mindfulness
Csikszentmihalyi (1988); Gackenbach & Bown (2011);
Gortari, Aronsson and Griffiths’ (in press)
Meditation
 Originally an Eastern spiritual practice
 Immersion
 Absorption
 Mindfulness
Similarities in Waking
Between Meditation and Gaming
Psychological Cognitive
• Reduced depression (CA)
• Reduced tension (CA)
• Elevated mood (CA)
•Enhanced attention (A)
•Better spatial orientation (A)
•Improved memory (CA)
Physiological Transpersonal
•Physical relaxation (C)
•Reduced stress (CA)
•Absorption (A)
•Mindfulness (A)
•Flow (CA)
Benefits found in Casual Gaming - (C)
Benefits found in Action Gaming - (A)
Similarities in Dream States
Similarities in Dream States
 Higher lucidity
 Better control
 Increased bizarreness
 Third person observer
Video game play
and meditation
should bear
similarities across
both waking and
dream states.
Prayer as a form of 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
 Both promote a meditative mind
Types of Meditation and Prayer
 Meditation
 Focused attention meditation (also called concentration)
 Open monitoring meditation (also called mindful)
 Prayer
 Adoration - worshipping/praising God
 Thanksgiving – gratitude for positive life circumstances
 Receptive – passively awaits God’s wisdom or guidance
 Confession – acknowledging misdeeds to God
 Supplication - requests God’s intervention in specific life
events
 Obligatory - ritualistic and regimented
Method - Participants
 1755 Western Canadian
University students were
prescreened
 Total # of participants = 246
 3 Groups:
A. Gaming = 74
B. Meditation/prayer = 75
C. Controls = 97
Method – Lab Session
 6 Change blindness flicker tasks
 Tests for waking attention
 Perceptual phenomenon where you have difficulty
spotting unexpected changes in a visual scene in
the presence of distractors.
 Can you spot the change in the next slide?
Change Blindness – Flicker task
Method – Lab Session
 Participants filled out two self report scales regarding their
activities (originally designed on a scale to measure
meditation)
1. Effects of activity while engaged
2. Effects of activity in every day life
ETC
Method – Dream Reports
 Dream Reports
 2 dreams, each under a different condition
1. High activity condition
2. Low activity condition
 Media, gaming, meditation or prayer and other
activities the day before the dream
 Types of dreams (likert)
 Dream emotions (likert)
 Metacognitive Awareness and Cognitive
Experiences questionnaire (MACE)
Results
 Laboratory Results
 Dream Diary Results
 Self Report
 Judges
Laboratory Results
 Performance on Change Blindness:
Game> M/P = Control
 Self Report: Experiences During Activity
Cognitive ns
Emotional ns
Mystical (M/P > Game=Control)
Relaxation (Control > Game=M/P)
Physical Discomfort (Game=Control > M/P)
 Self Report: Effects on everyday life
 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)
 M/P “believe” activity has effects on daily life
while gamers do not “believe” such effects
 Gamer “beliefs” maybe due to bad press
Laboratory Results
Dream Results
Gamer Meditation/Prayer Control
Low Activity
High Activity
 Basic design
Types of Data:
1. Self Report
2. Judges Evaluations
High greater than
low in length of
time in activity
HI=Lo
Covariates: Sex, Media Use & # words/dream
Groups M F
Controls 17 80
(M/P) 14 61
Video
Gamers
50 24
 Media Use by
condition by group
 Everything sig
(game>M/P=cont)
Words/dream – no
group differences but
used it as related to
bizarreness
Self Report Data: Dream Type
 Lucid – group (M/P > Gamer > controls)
 Self Rated 7 on lucid: I was watching from a far. I wasn't
physically in the dream, but I could watch in third person.
 Control – group (Gamer >M/P=controls)
 Self Rated 6 on control: 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
Self Report Data: MACE
 internal commentary – group x condition
Controls
Gamers
M/P
Self Report Data: MACE (cont.)
 thwarted intention group x condition
Controls
Gamers
M/P
Self Report Data: MACE (cont.)
 emotion group x condition
Controls Gamers
M/P
Judges Dream Coding
 Dreams were examined 3 ways
 Game content – due to gaming group
 Meditation-Prayer (M/P) content – due to M/P group
 Absorbing activity content – due to control group
 For each type of content analysis
 Activity itself
 With gaming coding also ESRB coding
 With M/P religious/spirituality as per Castro’s system
 Abbreviated Hall & VandeCastle subscales adapted to each
activity
 Characters, Activities, Emotions, Settings & Objects
Judges Ratings: Dream Type & Gaming
 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
Game in Dream Coding
 Gaming in dreams types (generally only one
subcategory BUT you could have all three in one
dream)
 In the dream the dream ego is in the game world – the dream
is the game
 In the dream the playing a video game
 In the dream games are mentioned
 Results
 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.
Adapted Hall and Van de Castle Coding
 Sum HVDC subscales:
 group (gamers>M/P=control)
The mall that contained the restaurant and the
department store I was in was very similar to the one in
the video game I played.
HVDC Characteristic (in ALL cases as related to a video game)
Characters: Self is game character, Other is game character, Self changes into game character,
Self controls game character
Also Activities, Emotions, Settings, and Objects
ESRB Ratings of Dreams: Game Content
 Sum ESRB subscales:
 group (Gamer>control>M/P)
This dream was after I was gaming nazi
zombies in COD right before bed. … The
last thing I remember was reid picking up a
machine gun and opening fire on the
entrance to the door that the zombies had
followed us into.
ESRB Ratings General Category
Violence, Sex, Drugs, Language, Humor, and Gambling
Judges Ratings: Meditation/Prayer Content
 Meditation and Prayer Types
 Sum of prayer in dream: group (M/P>gamers =
controls); interaction
Controls
Gamers
M/PM/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 .....
Judges Ratings of Dreams:
Meditation/Prayer Content
 I was in a type of place of adoration and prayer .... .
 I close my eyes, begin to pray for any sign and search
for words of wisdom.
 I continued praying until that which I saw
disappeared without attacking me.
Judges Ratings: Control Group Type Content
0 0.5 1 1.5 2 2.5 3
school activity sum
music activity sum
physical activity sum
relationship activity sum
media activity sum
Judges summary for all groups of what activity they focused
upon day before the dream
Judges Ratings of Dreams: Control Group Content
 Sum of all HDVC school activities: group
(M/P=Control>gamers)
 I was sitting on my bed, on top of my purple and pink
blanket, studying the material for criminology.
 Sum of HDVC physical activities: group
(gamers>control=M/P) & condition (hi>lo)
 The dream started out as if I was playing a regular game
of starcraft 2 . . . Units in the game began to perform
realistic actions that they can't do in the game, such as
talking and moving around.
Judges Ratings of Dreams: Control Group Content
 Sum of HDVC
relationship activities:
interaction
 Controls
 I was with my brother and his
room mate
 Gamer
 I jumped in the truck and began to
drive around ... I attempted to
squeeze my truck between the
vehicle and the gas pump ... truck
door to find a woman inside. She
looked ragged and homeless. ...
she was trying to steal my truck so
I used the butt end of a shotgun
(which I suddenly had in my
hand) to knock her unconcious ...
 Note: It is probably of some
importance that I was playing
Grand Theft Auto Liberty City (for
Xbox360) the day before my
dream
Controls
Gamers
M/P
Summary of Results
 Attention Measures in Laboratory
 Change Blindness Performance favoured gamers
 Self Report
 Attention during activity: mystical favoured M/P
 Belief of various effects favoured M/P
 TM researchers initially tried
self report but found so much
“mood making” (halo effect
in social psy terms) that they
turned to performance and
physiological measures as more
accurate
Gackenbach (1988) Lucidity Triggers
 Three kinds were identified
 Bizarre element leads to thinking
it might be a dream
 Escape a nightmare
 Just knew
 Bizarre and Escape seem more intentional
 Just knew seems more spontaneous
 these we found more among meditators
Intentional: Lucid Dream Content - Gamers
 Judges:  Judges: dream ego is in
the game world
 Gamer > M/P=Controls
 MACE (self report)
 Gamers in hi act condition
 More internal discuss
 Less thwarted intentions
 Less emotions
 Dream Control
 Self Report: group (Gamer
>M/P=controls)
Controls
Gamers
M/P
Spontaneous: Lucid Dream Content - M/P
 Self report:
 group (M/P > Gamer > controls)
 Sum of prayer in dream: group (M/P>gamers =
controls); interaction
 MACE (self report)
 M/P in hi act condition
 Less internal discuss
 More thwarted intentions
 No emotion difference
Controls
Gamers
M/P
Nightmares and Bad Dreams
 We measured this but now being analyzed – so next
time!
 If you want to know more about
video games, listen to my
webtalkradio.net show

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Morning After Dreams of Video Game Play versus Meditation/Prayer

  • 1. DAN SWANSTON AND JAYNE GACKENBACH MACEWAN UNIVERSITY Morning After Dreams of Video Game Play versus Meditation/Prayer Thanks to Grant MacEwan University, Department of Psychology for sponsoring this research and to Steve Ahlswede for help in coding dreams. 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.
  • 2.
  • 3.
  • 4. When you think of video games . . . .
  • 7. Video Games Meditative Absorption/ Game Transfer Phenomenon Dissociation/ Immersion/ Flow Life-like graphics Deep plots Complex strategies & gameplay Multimodal stimuli Reinforcing rewards Mindfulness Csikszentmihalyi (1988); Gackenbach & Bown (2011); Gortari, Aronsson and Griffiths’ (in press)
  • 8. Meditation  Originally an Eastern spiritual practice  Immersion  Absorption  Mindfulness
  • 9. Similarities in Waking Between Meditation and Gaming Psychological Cognitive • Reduced depression (CA) • Reduced tension (CA) • Elevated mood (CA) •Enhanced attention (A) •Better spatial orientation (A) •Improved memory (CA) Physiological Transpersonal •Physical relaxation (C) •Reduced stress (CA) •Absorption (A) •Mindfulness (A) •Flow (CA) Benefits found in Casual Gaming - (C) Benefits found in Action Gaming - (A)
  • 11. Similarities in Dream States  Higher lucidity  Better control  Increased bizarreness  Third person observer
  • 12. Video game play and meditation should bear similarities across both waking and dream states.
  • 13. Prayer as a form of 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  Both promote a meditative mind
  • 14. Types of Meditation and Prayer  Meditation  Focused attention meditation (also called concentration)  Open monitoring meditation (also called mindful)  Prayer  Adoration - worshipping/praising God  Thanksgiving – gratitude for positive life circumstances  Receptive – passively awaits God’s wisdom or guidance  Confession – acknowledging misdeeds to God  Supplication - requests God’s intervention in specific life events  Obligatory - ritualistic and regimented
  • 15. Method - Participants  1755 Western Canadian University students were prescreened  Total # of participants = 246  3 Groups: A. Gaming = 74 B. Meditation/prayer = 75 C. Controls = 97
  • 16. Method – Lab Session  6 Change blindness flicker tasks  Tests for waking attention  Perceptual phenomenon where you have difficulty spotting unexpected changes in a visual scene in the presence of distractors.  Can you spot the change in the next slide?
  • 17. Change Blindness – Flicker task
  • 18. Method – Lab Session  Participants filled out two self report scales regarding their activities (originally designed on a scale to measure meditation) 1. Effects of activity while engaged 2. Effects of activity in every day life ETC
  • 19. Method – Dream Reports  Dream Reports  2 dreams, each under a different condition 1. High activity condition 2. Low activity condition  Media, gaming, meditation or prayer and other activities the day before the dream  Types of dreams (likert)  Dream emotions (likert)  Metacognitive Awareness and Cognitive Experiences questionnaire (MACE)
  • 20. Results  Laboratory Results  Dream Diary Results  Self Report  Judges
  • 21. Laboratory Results  Performance on Change Blindness: Game> M/P = Control  Self Report: Experiences During Activity Cognitive ns Emotional ns Mystical (M/P > Game=Control) Relaxation (Control > Game=M/P) Physical Discomfort (Game=Control > M/P)
  • 22.  Self Report: Effects on everyday life  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)  M/P “believe” activity has effects on daily life while gamers do not “believe” such effects  Gamer “beliefs” maybe due to bad press Laboratory Results
  • 23. Dream Results Gamer Meditation/Prayer Control Low Activity High Activity  Basic design Types of Data: 1. Self Report 2. Judges Evaluations High greater than low in length of time in activity HI=Lo
  • 24. Covariates: Sex, Media Use & # words/dream Groups M F Controls 17 80 (M/P) 14 61 Video Gamers 50 24  Media Use by condition by group  Everything sig (game>M/P=cont) Words/dream – no group differences but used it as related to bizarreness
  • 25. Self Report Data: Dream Type  Lucid – group (M/P > Gamer > controls)  Self Rated 7 on lucid: I was watching from a far. I wasn't physically in the dream, but I could watch in third person.  Control – group (Gamer >M/P=controls)  Self Rated 6 on control: 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
  • 26. Self Report Data: MACE  internal commentary – group x condition Controls Gamers M/P
  • 27. Self Report Data: MACE (cont.)  thwarted intention group x condition Controls Gamers M/P
  • 28. Self Report Data: MACE (cont.)  emotion group x condition Controls Gamers M/P
  • 29. Judges Dream Coding  Dreams were examined 3 ways  Game content – due to gaming group  Meditation-Prayer (M/P) content – due to M/P group  Absorbing activity content – due to control group  For each type of content analysis  Activity itself  With gaming coding also ESRB coding  With M/P religious/spirituality as per Castro’s system  Abbreviated Hall & VandeCastle subscales adapted to each activity  Characters, Activities, Emotions, Settings & Objects
  • 30. Judges Ratings: Dream Type & Gaming  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
  • 31. Game in Dream Coding  Gaming in dreams types (generally only one subcategory BUT you could have all three in one dream)  In the dream the dream ego is in the game world – the dream is the game  In the dream the playing a video game  In the dream games are mentioned  Results  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.
  • 32. Adapted Hall and Van de Castle Coding  Sum HVDC subscales:  group (gamers>M/P=control) The mall that contained the restaurant and the department store I was in was very similar to the one in the video game I played. HVDC Characteristic (in ALL cases as related to a video game) Characters: Self is game character, Other is game character, Self changes into game character, Self controls game character Also Activities, Emotions, Settings, and Objects
  • 33. ESRB Ratings of Dreams: Game Content  Sum ESRB subscales:  group (Gamer>control>M/P) This dream was after I was gaming nazi zombies in COD right before bed. … The last thing I remember was reid picking up a machine gun and opening fire on the entrance to the door that the zombies had followed us into. ESRB Ratings General Category Violence, Sex, Drugs, Language, Humor, and Gambling
  • 34. Judges Ratings: Meditation/Prayer Content  Meditation and Prayer Types  Sum of prayer in dream: group (M/P>gamers = controls); interaction Controls Gamers M/PM/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 .....
  • 35. Judges Ratings of Dreams: Meditation/Prayer Content  I was in a type of place of adoration and prayer .... .  I close my eyes, begin to pray for any sign and search for words of wisdom.  I continued praying until that which I saw disappeared without attacking me.
  • 36. Judges Ratings: Control Group Type Content 0 0.5 1 1.5 2 2.5 3 school activity sum music activity sum physical activity sum relationship activity sum media activity sum Judges summary for all groups of what activity they focused upon day before the dream
  • 37. Judges Ratings of Dreams: Control Group Content  Sum of all HDVC school activities: group (M/P=Control>gamers)  I was sitting on my bed, on top of my purple and pink blanket, studying the material for criminology.  Sum of HDVC physical activities: group (gamers>control=M/P) & condition (hi>lo)  The dream started out as if I was playing a regular game of starcraft 2 . . . Units in the game began to perform realistic actions that they can't do in the game, such as talking and moving around.
  • 38. Judges Ratings of Dreams: Control Group Content  Sum of HDVC relationship activities: interaction  Controls  I was with my brother and his room mate  Gamer  I jumped in the truck and began to drive around ... I attempted to squeeze my truck between the vehicle and the gas pump ... truck door to find a woman inside. She looked ragged and homeless. ... she was trying to steal my truck so I used the butt end of a shotgun (which I suddenly had in my hand) to knock her unconcious ...  Note: It is probably of some importance that I was playing Grand Theft Auto Liberty City (for Xbox360) the day before my dream Controls Gamers M/P
  • 39. Summary of Results  Attention Measures in Laboratory  Change Blindness Performance favoured gamers  Self Report  Attention during activity: mystical favoured M/P  Belief of various effects favoured M/P  TM researchers initially tried self report but found so much “mood making” (halo effect in social psy terms) that they turned to performance and physiological measures as more accurate
  • 40. Gackenbach (1988) Lucidity Triggers  Three kinds were identified  Bizarre element leads to thinking it might be a dream  Escape a nightmare  Just knew  Bizarre and Escape seem more intentional  Just knew seems more spontaneous  these we found more among meditators
  • 41. Intentional: Lucid Dream Content - Gamers  Judges:  Judges: dream ego is in the game world  Gamer > M/P=Controls  MACE (self report)  Gamers in hi act condition  More internal discuss  Less thwarted intentions  Less emotions  Dream Control  Self Report: group (Gamer >M/P=controls) Controls Gamers M/P
  • 42. Spontaneous: Lucid Dream Content - M/P  Self report:  group (M/P > Gamer > controls)  Sum of prayer in dream: group (M/P>gamers = controls); interaction  MACE (self report)  M/P in hi act condition  Less internal discuss  More thwarted intentions  No emotion difference Controls Gamers M/P
  • 43. Nightmares and Bad Dreams  We measured this but now being analyzed – so next time!  If you want to know more about video games, listen to my webtalkradio.net show

Editor's Notes

  1. Dan we have to use the title that we submitted for presentation as it will be on the schedule. Also please leave the acknowledgment here and not at the end as you had it before – most often it’s on the first slide which says up front we thank these folks.
  2. So when it comes to video games, what comes to mind?
  3. Is it Buddhist monks Disciplined practices?? Probably not. Maybe you would take the more stereotypic view of . . .
  4. Sweaty button mashing teenagers? What I’d like to explain today is how there may be a connection between the two . . .
  5. We’ve (this is a we presentation) put together this chart to illustrate how video games can have a profound effect on consciousness When you take into account the main elements current of video games: life like graphics deeper plots and storylines Complex strategies and gameplay multimodal stimuli And reinforcing rewards, such as upgrades or levelling up These elements put together can cause gamers to feel Dissociated from reality while also being deeply immersed in the game. Also the balance of skill and challenge experienced by gamers elicit a sense of flow At this point the gamers are absorbed into the video game, narrowing their focus of awareness down to the activity itself, which leads to what is called game transfer phenomenon – In which video game elements are associated with real life elements which transfer subsequent thoughts, sensations and behaviors among players Once a gamer has reached this point, they can be (Dan this was found for first person shooter games only) in a meditative like state called mindfulness. Mindfulness has various components but it can be described as a bringing one’s complete attention to the present experience on a moment-to-moment basis. (Dan it’s much more complicated than you had and this is a fairly sophisticated audience about meditation) – calling it a trance is a big contraversy in the area and best avoided – meditators will argue vehemently that it is not a trance
  6. Originally an eastern spiritual practice that is now recognized by science for it’s various benefits associated with health and well-being Refers to any of a family of practices in which practitioners train their mind to self-induce an alternate state of consciousness in order to attain some benefit This may involve focusing on a single stimulus or openly monitoring the internal and external environment without ruminating on any single stimulus Also the elements of immersion, absorption and mindfulness
  7. (Dan I adjusted this as it was confusing and misleading in places – all these are effects of meditation and all of gaming but as you introduced types of game, good by the way, then i identified which is which – may be too much to talk about – i`ll hold you tightly to your half of the time about 12 minutes) This is one way to organize gaming effects information. Some of the various effects of video game play parallel the benefits found in meditation Although these similarities exist, not all video games have these effects. But generally speaking, casual games such as bejeweled are found to have psychological and physiological relaxation effects And action video games such as Call of Duty, tend to demand more attention, thus absorbing gamers more deeply as well as having various cognitive and transpersonal benefits
  8. Not only are there similarities in a waking state, but gamers and meditators also have shown similarities in dream states
  9. More specifically, gamers and meditators report having more lucid dreams, meaning they are aware that they are dreaming while in the dream, They both exhibit better control of their dreams and experience higher levels of bizarreness
  10. So OUR hypothesis is to find that video game play and meditation will bear similarities in both waking and dream states
  11. One problem we had was finding a meditation population in the student research pool, So we included people who pray into the meditation group There is literature that supports this ( that`s qualifier enough, don`t overkill) So OUR rationale for putting them in the same category is that they are both regarded as spiritual or religious practices Prayer and meditation play a similar role in promoting overall health Both involve negation of the ego and it is this transcendent negation of ego that promotes a meditative mind in both meditators and people who pray
  12. Meditation type Focused attention meditation (often called concentration) - entails the voluntary focusing of attention on a chosen object. This can include any of the following: Directing and sustaining attention on a selected object (e.g. breath sensation); Detecting mind wandering and distractors (e.g. thoughts); Disengagement of attention from distractors and shifting of attention back to the selected object; and/or Cognitive reappraisal of distractor (e.g. ‘just a thought’, ‘it is okay to be distracted’). Open monitoring meditation (often called mindful) - involves nonreactive monitoring of the content of experience from moment to moment. This can include any of the following: No explicit focus on objects; Nonreactive meta-cognitive monitoring (e.g. for novices, labeling of experience); and/or Nonreactive awareness of automatic cognitive and emotional interpretations of sensory, perceptual and endogenous stimuli. Other form of meditation (unsure if one of the above but clear that there is meditation mentioned) Prayer Type Adoration - a type of prayer in which the focus is on the worship and praise of God, without reference to specific circumstances or needs. Confession - involves prayer in which faults, misdeeds, or shortcomings (i.e., sins) are acknowledged. Thanksgiving - involves expressions of gratitude for life circumstances Supplication - the most common prayer type taps requests for God's intervention in specific life events for oneself or others. Receptive - a type of prayer in which one more passively awaits divine wisdom, understanding, or guidance. Obligatory - these prayers represent an important component of some religions where followers are required to pray three and five times a day, respectively. These required prayers consist primarily of fixed prayers repeated at each worship time. Other form of prayer (unsure if one of the above but clear that there is prayer mentioned)
  13. Dan I took out the pure idea for the full results – thus took it out here as well) – i`ll give you the new group sizes later – also the total number later) So we prescreened for 3 groups Gamers M/P And those who engaged in none of these tasks (controls)
  14. To test for waking attention, we tested them on change blindness which is a perceptual phenomenon where you have difficulty spotting unexpected changes in a visual scene in the presence of distractors And I’ll give an example of what it is, I’ll give you a few seconds to see if you can spot the change in the next slide
  15. Next I had the participants fill out self reports in regards to the respective activities they engaged in Because the control group had no designated activity, they were instructed to choose any activity that they found highly absorbing for themselves, such as reading, working out or listening to music They filled out 2 scales one assessing the effects of their activity while they are engaged in it and the other assessing the effects of their activity in their every day life
  16. Various methods slides have been changed and added to so them are more precise
  17. Meditation type Focused attention meditation (often called concentration) - entails the voluntary focusing of attention on a chosen object. This can include any of the following: Directing and sustaining attention on a selected object (e.g. breath sensation); Detecting mind wandering and distractors (e.g. thoughts); Disengagement of attention from distractors and shifting of attention back to the selected object; and/or Cognitive reappraisal of distractor (e.g. ‘just a thought’, ‘it is okay to be distracted’). Open monitoring meditation (often called mindful) - involves nonreactive monitoring of the content of experience from moment to moment. This can include any of the following: No explicit focus on objects; Nonreactive meta-cognitive monitoring (e.g. for novices, labeling of experience); and/or Nonreactive awareness of automatic cognitive and emotional interpretations of sensory, perceptual and endogenous stimuli. Other form of meditation (unsure if one of the above but clear that there is meditation mentioned) Prayer Type Adoration - a type of prayer in which the focus is on the worship and praise of God, without reference to specific circumstances or needs. Confession - involves prayer in which faults, misdeeds, or shortcomings (i.e., sins) are acknowledged. Thanksgiving - involves expressions of gratitude for life circumstances Supplication - the most common prayer type taps requests for God's intervention in specific life events for oneself or others. Receptive - a type of prayer in which one more passively awaits divine wisdom, understanding, or guidance. Obligatory - these prayers represent an important component of some religions where followers are required to pray three and five times a day, respectively. These required prayers consist primarily of fixed prayers repeated at each worship time. Other form of prayer (unsure if one of the above but clear that there is prayer mentioned)