Nighttime Dreams and Video Game Play: How Gaming May Affect Dreaming
1. Nighttime Dreams and
Video Game Play
Jayne
Gackenbach
MacEwan
University
Gackenbach, J.I. (2017, Jan.).
Nighttime dreams and video game play.
Invited lecture at Dark Matters at Telus
Science Museum, Edmonton, AB.
2. Why are dreams important?
• Rich history across most cultures
• Royal road to the unconscious – Freud
– While opened up dreams as important, he also
pathologized them
• With discovery of REM sleep and the sleep
laboratory, dreams entered science
• While not local only to REM, those that are most
recalled and most often puzzled about are
typically REM dreams
3. Dreams are Brains at Work While “Off-line”
• Like a computer which is not in use
thus no input (i.e., keyboard, scan,
etc) yet CPU still at work
• During sleep the brain is off line,
minimal sensory input, but lots of
processing of information ongoing
4. Why are dreams important?
• Function of dreams increasingly clear
– Evolutionary threat/play (Revonsuo; Humphrey)
– Emotional Regulation, especially negative emotions
(Kramer; Nielsen; Zadra)
– Memory integration & consolidation (Stickgold)
– Problem-solving, creative inspiration (Barrett)
– Metacognition (LaBerge; Kahan; Kahn)
• All this serves personal and interpersonal needs if
shared and processed but need not be as dreams
still do their ‘job’
• Unobtrusive way to examine psychological processes
5. • Media saturated society
– Video game play represents the most immersive
and interactive media experience
• Isn’t it all just incorporation?
– Yes gamers dream about games
– And no,
Why study gamers dreams?
Gamers dreams may show fundamental
structural differences in their dreams
7. VR Dream Types*
182 last night dreams collected after a
video game played the day before
1. No game in dream (63%)
2. Game & Dream (37%)
a. In the dream the dream ego is in the game
world – the dream is the game (63% )
b. In the dream playing a video game is
mentioned
c. In the dream games are mentioned
*Oct. 2011 issue of International Dream Research Journal
9. Different Realities in Dreams
Gamer reported an interesting detachment from the dream
events:
As the car was burning I opened the door and leaned out to leave but
made the decision to stay inside instead because I was curious to see
what I would look like burning alive. While I felt the heat, smelt the smoke, I
didn't feel any pain. I felt detached from the feelings, but recognized that
they were my own. (Subject #28)
He also reported
not a nightmare, not scared, but it was violent
NOT lucid and no control (coders wondered?)
This is noteworthy because it echoes the descriptions of
witnessing dreams that previous research has found
among meditators with the same observing but
uninvolved emotional reaction (Mason et al., 1995;
Gackenbach & Bosveld, 1989).
10. Different Realities in Dreams
Emotions
Sort of. I knew what the person I saw as myself felt, but
didn't share those feelings. Throughout the emotions of
disgust, loneliness, or excitement were all ones I
thought best fit the "character" of myself based on the
situation.
Thinking about actions
I was constantly thinking about my every move, making
sure that whatever I did was in my best interest. If
anything was off-putting (the carnival owner, the desert)
I simply moved on.
Thinking about surroundings
I was constantly analyzing my surroundings...
At the city where I drove my car, I noticed the simplicity
of the environment, which seemed to be constructed out
of simple polygons.
Obviously this was a video game environment (the dream
was thought to be a video game by the dreamer), much
like Grand Theft Auto.
11. Play video games on average several times a
week
Typical playing session more than 1 or 2 hours
Played 50 or more video games over your lifetime
Been playing video games since early grade
school
Gamer Generally Defined in Research
Program
12. In Class Data Collection
2.3
2.35
2.4
2.45
2.5
2.55
2.6
2.65
2.7
2.75
Low Video
Game Play
Medium Video
Game Play
High Video
Game Play
LucidDreamingFrequency
Lucid Dreaming
2= rarely
3=
sometimes
13. Parallels Video Gaming/Lucidity
Video game Play
video games
technologically
constructed
alternative realities
Video gaming has been
associated with
improved spatial
skills
Low motion sickness
needed to play a lot
High attention &
absorption reported
by players and
researchers
Lucid/control dreams
Dream worlds biologically
constructed alternative
realities
Lucid dreamers show
better spatial skills
Lucid dreamers have
better vestibular
systems (not
susceptible to motion
sickness)
Meditation is highly
associated with lucidity
and is training in
developing one pointed
attention/absorption
14. Is the Lucidity – Video Game Play
Association Self Selection?
Yes
To be a serious player
you need to not suffer
motion sickness
For serious game play
spatial skills are an
advantage
Most games of serious
players cater to boys
Those who are able to
get absorbed should
do better
No
Almost all children
through to young
adults play some form
these days
Spatial skills improve
with play
Girl games are being
developed and is a
large growing market
Attention/absorption
improve with play
15. Control Dreaming
In Class Data Collection
2.05
2.1
2.15
2.2
2.25
2.3
2.35
2.4
2.45
2.5
Low Video
Game Play
Medium Video
Game Play
High Video
Game Play
ControlDreaming
2= rarely
3=
sometimes
16. Dreams of Gamers in the Military
377 individuals entered
the survey
First set of questions
were screening: (Yes)
Play video games
In the military (1/3 lost)
18 years or older
High School education
Reply No to these
questions (in last 6
months):
been diagnosed with a mental
disorder
tried to commit suicide
perform risky behaviors
without particular concern for
your mortality
addicted to alcohol or drugs
17. Soldiers Comment About
Games Played while Deployed
comment on an article he had
read about our research:
I would see many Soldiers, in combat, with PSPs or anything we
could hook up to 220v electricity. When Soldiers weren't on patrol,
we often had violent war games on our systems. It was weird. Like
we didn't get enough violence.
18. Combat Centric Titles Preferred
Indeed in a media story about gaming on the frontlines,
“combat centric titles” might be associated with wanting to
be in the military
“The average military member will never actually live out that
exciting, epic firefight, the moment of a decisive battle, the
heat of combat, or the thrill of knowing you just outwitted
your mortal enemy and crushed them beneath your
strategic might and skill, so gaming definitely offers a way
of living out that fantasy. Call it a strange form of
escapism?” (Ashcraft, 2011).
19. Military Deployment/Combat
There were no gamer group
differences in
Were you, or are you, deployed while serving in the
military?
Any combat experience
Witnessed others being wounded or killed
Discharged a weapon
Felt in great danger of being wounded
Was wounded
Felt in great danger of being killed
20. Review and Theoretical
Conceptualization of the Nightmare
Literature
Levin and Nielsen (2007; 2009) point out in their model that
nightmares occur due to:
affect load, that is situational events like interpersonal
conflict, trauma, etc. (both long term and recent)
affect distress, dispositional traits which may be genetic
or due to life history like attachments issues or
unresolved trauma
interact to result in the experience of a nightmare.
21. To determine if gaming effects
nightmares have to control for affect
load and distress
Covariates for those that
reported dreams
Affect Distress: Emotional Reactivity and Numbing
Scale (ERNS) (Gamer group differences)
5 subscale scores (positive, sad*, general, anger*, fear*)
* low gamers were higher on these scales than high gamers
Affect Load (no Gamer group differences)
Sum of Traumas from lifetime (averaged 2 to 3 out of 9)
Sum of combat experiences (averaged 2 yes’s out of the 6)
Deployment (1 ½ deployments across life span)
23. Nature of Threat
Military Dream
Recent Dream
High Low
Same
interaction for
Severity of
Threat
(1=none, 2=trivial,
3=social/psychological, 4=life
threatening)
No difference
in number of
threats
24. high threat, military dream, low gamer
I couldn't find my rifle and something was
chasing me. I searched the entire forest
until I did find my weapon. As i turned
around to shoot what was hunting me - the
trigger felt like it was a 1,000 lbs trigger
pull. The rounds I was shooting were
delayed and where not hitting where I was
aiming. (Subject #21)
25. high threat, military dream, high gamer
i was told by my old Sargent to load up on the humvv in
my gunners spot. he said we were going to roll out to
fight some were in Baghdad. we drove down to the
combat area where there was a brutal fight me and
quite a few men against the insergants. i remember
shooting and seeing men fall on both sides. i saw the
faces of the dead eyes wide and staring at the sky
soulless faces of friends. i walked dazed back to the
humvv and woke up subject #115
26. In reaction to
threat, does
self
participate?
No
yes
Military Dream
Recent Dream
High Low
27. Newest Considerations
• Gender and nightmare protection
• Masculine women who like combat centric
games have it
• Culture, dreams and gaming
• Taiwan vs Canada; no difference in lucidity
frequency in gamers but more lucidity in
Taiwan for nongamers
• Mixed Realities (Augmented reality and VR)
• Pokemon Go: More likely to have mixed
realities in dreams
• VR: Oculus Rift use resulted in more lucidity
claims
28. Conclusions & Implications
Increased Lucid/control dreams
Is this indicative of at least improved
metacognition or perhaps development of
consciousness?
Increased Bizarreness/creativity
Are gamers capable of improved “novel
adaptive responses” as per the Global
Workspace theory?
Aggression/Threat Simulation
Does gaming have a protective function
regarding nightmares?
Gackenbach, J.I., Kuruvilla, B., Dopko, R. & Le, H. (2010). Chapter 5: Dreams and video game play. In Soria, A. & Maldonado, J. (Eds.), Computer games: Learning objectives, cognitive performance and effects on development, Hauppauge, NY: Nova Science Publishers, p. 127-136.
Gackenbach, J.I. (in press). Video game play and dreams. In Barrett, D. & McNamara, P. (eds.) Encyclopedia of Sleep and Dreams. Santa Barbara, CA: ABC-CLIO.
As I just mentioned we are beginning to consider that point of view (or POV) may be an important component in trying to understand the dreams of gamers. This is a particularly dramatic example which asks the question “Is this detachment or practice from gaming?”
PICTURE 1: This is a dream from a Male hard core gamer who had played from 4 to 7 hours the day before this dream and had watched several violent cartoons
The games he played were first person shooters including Half-Life 2 and Halo 3.
What is interesting about the first person POV games is that they do NOT always allow a third person perspective. BUT the real self is actually in third person while playing a first person shooter and thus hours of being in that perspective may have helped to mediate this dream.
Here is his DREAM:
I was in a desert. I looked bad, dusty. I saw my tiny silhouette against a large sun, meaning I was watching myself, in 3rd person. While I looked bad I didn't feel bad. I was indifferent to the "my" feelings.
I came upon a carnival, but it gets sketchy at that point.
Eventually I'm driving a car, again not at a real POV (point of view), but following behind the car. It didn't matter to me that I was crashing into other cars or walls.
My car caught fire, I saw it melt from within. I died not trying to escape. (Subject #27)
This gamer reported an interesting detachment from the dream events:
As the car was burning I opened the door and leaned out to leave but made the decision to stay inside instead because I was curious to see what I would look like burning alive. While I felt the heat, smelt the smoke, I didn't feel any pain. I felt detached from the feelings, but recognized that they were my own.
He also reported that it was
not a nightmare, he was not scared, but the dream was violent
Finally he reported that the dream was NOT lucid and that he had no control over it but I wonder?
This is noteworthy because it echoes the descriptions of witnessing dreams that previous research has found among meditators with the same observing but uninvolved emotional reaction.
When asked “did you feel any emotions during the experiences?” he commented:
Sort of. I knew what the person I saw as myself felt, but didn't share those feelings. Throughout the emotions of disgust, loneliness, or excitement were all ones I thought best fit the "character" of myself based on the situation.
Then he was asked “Did you think about what you were doing?” and he wrote:
I was constantly thinking about my every move, making sure that whatever I did was in my best interest. If anything was off-putting (the carnival owner, the desert) I simply moved on.
Then he replied to this question “Did you think about what was happening around you?” by saying:
I was constantly analyzing my surroundings...
At the city where I drove my car, I noticed the simplicity of the environment, which seemed to be constructed out of simple polygons. Obviously that was a video game environment, much like Grand Theft Auto.
Type of Game Preferred only considered in latest studies, seemed to make no difference 5 years ago – recent study published in Mindfulness found an association between 1st person shooter game preference and mindfulness
In terms of Video game Play
video games are technologically constructed alternative realities
In terms of Lucid/control dreams
Dream worlds are biologically constructed alternative realities
Video gaming has been associated with improved spatial skills
Lucid dreamers show better spatial skills
Low motion sickness needed to play a lot
Lucid dreamers have better vestibular systems thus they are not as susceptible to motion sickness
High attention and absorption is reported by players and researchers
Meditation is highly associated with lucidity and can be viewed as training in developing one pointed attention/absorption
So the question becomes, is the association between lucid dreaming and video game play self selected? Well yes and no.
To be a serious player you need to not suffer motion sickness
Almost all children through to young adults play some form these days and indeed I’ve spoken to gamers who are susceptible to motion sickness and they say they prefer games that do not bring it on.
For serious game play spatial skills are an advantage
Spatial skills improve with play if not to the extent of those with a gaming history
Most games of serious players cater to boys
Girl games are being developed and is a large growing market and the largest gaming market now is the casual gaming market which is dominated by middle aged women!
Those who are able to get absorbed should do better
Attention/absorption improve with play but again not to the extent of those with a long history of play
Revonsuo, A., & Valli, K. (2000). Dreaming and Consciousness: Testing the threat stimulation
theory of the function of dreaming. Psyche, 6, 1-25.
Wilmer, Harry A (1996). The healing nightmare: War dreams of Vietnam veterans. Barrett, Deirdre (Ed), Trauma and dreams. (pp. 85-99). Cambridge, MA: Harvard University Press.
Gackenbach, J.I., Matty, I., Kuruvilla, B., Samaha, A. N., Zederayko, A., Olischefski, J. & Von Stackelberg, H. (2009). Video game play: Waking and dreaming consciousness. S. Krippner (Ed.), Perchance To Dream, Hauppauge, NY: Nova Science Publishers, p. 239-253.
Nature of Threat (1= no harm, 2= nonagg harm, 3= agg harm)