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Video Game Play and Nightmare
Protection Hypothesis: A Cross
Cultural Analysis
Jayne Gackenbach
Department of Psychology
Paper presented at the 2015 Towards a Science
of Consciousness Conference, Helsinki, Finland
Acknowledgement
• Support for this research was provided from a
MacEwan University Special Project Grant.
• Thank You for their assistance in data collection.
– Ming-Ni Lee of the National Dong Hwa University;
Department of Counseling and Clinical Psychology;
– Zongkui Zhou of the Central China Normal
University, School of Psychology and
– Gino Yu of Hong Kong Polytechnic University, School
of Design
• Dream Coders
– Alison Ditner & Sarkis Hakopdjanian
Introduction
• The overall objective of this study was to
investigate the relationship between culture,
media use and dreams.
• More people use the internet in China than
anywhere else in the world (ITU, 2011),
• The Chinese have the deepest social media
penetration and the largest gaming population in
the world (Cao & Downing, 2008).
Mary Meeker; Internet Analyst May 2015
presentation to Code Conference
Internet Use Around the World
Internet Penetration
Compared to Mobile Phone Use
Worldwide Game Users
Gaming in China
• Play in Internet Café’s
• Can not afford own PC and game consoles only
became legal in late 2014, but expensive
• PC’s in café’s preloaded
• Pay by hour
• Social network games, Happy Farm
Mobile Games
Censorship of Games in China
 Violating basic principles of the Constitution
 Threatening national unity, sovereignty and
territorial integrity
 Divulging state secrets
 Threatening state security
 Damaging national sovereignty
 Disturbing social order
 Infringing upon others' rights
BUT………………2014 from AppLift
Why Study Dreams?
• Attitudes towards dreams
– in west they are seen as not
important
– In east viewed more
positively
• Function of dreams
– Memory consolidation
– Emotional regulation
– Problem solving
– Creative inspiration
• Dreams are
autobiographies
• Response Bias
– Tendency to present oneself
in a positive light
– Not present in dreams, which
while metaphoric, are
relatively free of waking
defense mechanisms.
– Dream records and reports of
dream experiences may offer
a more unobtrusive way to
measure attitudes and
experiences
SIMPLE Dream Effects FROM
GAMING
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
Why study gamers dreams?
• Isn’t it all just incorporation?
– Yes gamers dream about games
– And no,
Gamers dreams may show fundamental
structural differences and/or clinically
relevant differences in their dreams
Why such ‘great expectations’ of gamers
dreams?
• The most widely experienced VR that can be
very immersive/present is video game play
• Do hours in simulated realities affect other realities?
– Yes, waking reality
• game transfer
• inverse presence
– Yes, dreams
Method: Participants
• 451 participants
from Canada
– 135 males and 316
females
• 455 participants
from China
• 119 males and 336
females,
• located in Wuhan,
Taiwan and Hong
Kong
Total 906 participants
Measurements
• Demographics
• Video Game Play Questions
• Social Media Questions
• Dream Intensity Scale
• Recent Dream
• Self-construal
Procedure
• These scales were posted online through
Qualtric.com
• Informed consent & debriefing statement
• All surveys were offered in English in Canada and in
Hong Kong but in either simple or traditional
Chinese in Hong Kong, Taiwan and Wuhan.
• If participants opted out of the study, or if they
finished the surveys, they were given a debriefing
statement.
Translation Issues
• A subset of Chinese dreams from
Taiwan were translated by two
translators, Yue and Coco
• These separate translations were
examined in two ways:
–word count
–dream coding
Translation Issues: Word Count
Response ID for dream #words/dr
eam
English Yue
#words/dre
am English
Coco
R_dpqcrRXXMv7pR4x 286 270
R_3R869XlIb8OKLt3 382 409
R_4Jbn42TqmczLKAd 398 351
R_9NQPxzJBYnj7R3f 154 119
R_8HZ8uSgPJIoWiZT 216 200
R_51oDBtMeBje4DZP* 173 620
R_cIVptVKDCxtL8wt 265 234
R_bkqqv4iUI3ilYWx 120 112
R_6eOjMZ2IG5pad3D 61 49
R_ene0XcKzrCFC45f 154 146
Average all 10 dreams 221 251
Average without outlier* 226 210
Correlation for
#words/dream
with outlier = 0.52,
nonsignificant
Correlation for
#words/dream
without outlier =
0.98, p<.0001
Translation Issues:
HVDC Dream Content Analysis
Response ID for dream Sarah HVDC coder Ali HVDC coder
R_dpqcrRXXMv7pR4x 35/49= 71% 32/44=72.7%.
R_3R869XlIb8OKLt3 42/49= 86% 33/47=70.2%
R_4Jbn42TqmczLKAd 50/64= 78% 44/55=84.3%
R_9NQPxzJBYnj7R3f 22/25= 88% 17/19 = 89.5%
R_8HZ8uSgPJIoWiZT 34/38=89% 33/40=82.5%
R_51oDBtMeBje4DZP* 26/58=45% 26/60=43.3%
R_cIVptVKDCxtL8wt 30/44=68% 32/40=80%
R_bkqqv4iUI3ilYWx 12/15=80% 7/8=87.5%
R_6eOjMZ2IG5pad3D 13/15=87% 6/7=85.7%
R_ene0XcKzrCFC45f 28/31=90% 18/26=69.2%
Average all 10 dreams 78.2% 76.49%
Average without
outlier*
81.9% 80.2%
Summary of Translation Issues
• While there were translation differences they made very little
impact on the final product of dream coding.
• None-the-less the translation issues were substantive enough
to warrant a second examination of the dreams by the
primary translator, Yue.
• She was given instructions to look for missed segments of
dreams, missed words, and possible mistranslations.
• She was provided with feedback
– commentary a third translator on translation,
– the 10 dreams from the other translator, Coco, and
– the commentary on coding issue from one of the dream coders, Ali
Further Summary
• Yue was particularly well qualified to continue in the role
of primary translator, not only because her native
language is Chinese, but also she was a psychology major
at a nearby university and had taken a course on dreams.
– she is experienced with not only translation issues,
– but those that are unique to dreams.
– she chose to use first person tense in many of the dreams while
other less experienced translators may not have made that
choice.
• Almost all dream transcripts in English speak in first person and
indeed speaks to a major function of dreams, memory consolidation.
• That said this could be a culture issue like the one with time
referents.
Post Dream Self Report of Emotions
Factor Analysis with Scores Saved
1 general negative
emotions 2 fear
3 positive
emotions
Anger .824 .131 .023
Awe .150 .087 .650
Arousal (Sexual) .158 -.046 .743
Anxiety .362 .772 -.003
Fear .243 .892 -.045
Guilt .505 .276 .222
Frustration .726 .317 -.043
Sadness .681 .359 .004
Hatred .771 .183 .123
Happines -.088 -.249 .725
Jealously .605 -.046 .387
Embarrassment .472 .352 .249
Ecstasy .106 .207 .708
Terror .184 .866 .022
Correlations between self reported emotion
factor scores & judges threat coding
threat simulation codes with
high score is more threat
objective threat,
subjective
threat, no threat
aggressive
harm through
nonagg harm
Number of
targets of
threat (high =
lots)
High threat to
self through
low threat to
self
self report of dream
emotions factor 1 scores
general negative emotions
Pearson Correlation
.110** .061 .048 .061
Sig. (2-tailed)
.010 .150 .261 .151
N
552 552 552 552
self report of dream
emotions factor 2 fear
Pearson Correlation
.501** .479** .472** .518**
Sig. (2-tailed)
.000 .000 .000 .000
N
552 552 552 552
self report of dream
emotions factor 3
happiness
Pearson Correlation
-.235** -.227** -.215** -.213**
Sig. (2-tailed)
.000 .000 .000 .000
N
552 552 552 552
Regressions onto Self Reported
Emotions
• Kept regressions as self reports of predictors and
self reports of predicted
• In dream research while a correlation as just seen
between self reports and judges reports, it’s not
perfect what a dreamer sees in their dream
relative to what a judge sees in a dream
• Variables examined:
– Media use
– Dream Intensity Subscales
– Culture
– Gender
Defining Video Game Participation
Component
1
How often do you typically play video
games?
.822
How long is your typical playing session? .760
How old were you when you played your
first video game?
.564
How many different video games in any
format have you played to date?
.818
Social Media Participation
• North American
Facebook
Linkedin
Twitter
Tumblr
Instagram
Myspace
Youtube
Google+
Pinterest
Other
• Chinese
Qzone
Sina Weibo
Neteasse Weibo
Tencent Weibo
Renren
Kaixin
Kaixin011
Youku Tudou
Baidu
Douban
Tianya
Maopu
Guoke
Zhihu
Other
Social Media
sum of means
of North
American &
Chinese with
zeros entered
into blanks
Background of Dream Intensity Scale
oDeveloped in Hong Kong on Chinese by
Calvin Yu (2010)
oConceptualized as a trait variable composed
of multiple dimensions
oSelf-report scale containing 23 items
oTranslation to English was done by author
for publication in Dreaming
Dream Intensity Scale: Subscales
• Regular dreams subscale score
– 1 Dream awareness
– 2 Recalling main dream content
– 5 Multiple dreams
• Bad dreams subscale score
– 3 Nightmares
– 4 Nightmare awakening
• Major modalities subscale
score
– 10 Colors
– 11 Sounds
– 14 Emotions
• Minor modalities subscale
score
– 12 Odors
– 13 Tastes
• Dream work subscale score
– 17 Condensation
– 18 Displacement
– 20 Animal symbolism
– 21 Inanimate object symbolism
• Paramnesia subscale
– 22 De´ ja` vu
– 23 Dream-reality confusion
• Lucid dreaming subscale score
– 6 Awareness of being in a dream
– 7 Self-scripted dreams
• Autosuggestion subscale
score
– 8 Reconnecting with dreams
– 9 Reexperience wishful dreams
Culture and Gender
• Culture
– self construal: sum
independent/individualistic
– self construal: sum
interdependent/collectivist
– Data source
(1=China;2=Canada)
• Gender
– male=1; female=2
Stepwise Regressions onto Self Report
Emotion Factor Scores From Recent Dream
Media Use Variables
Social media sum of means of North American & Chinese
Vdeo game variables (4; freq, len, num, age began) factor score
At what age approximately did you start using social networking sites?
How old were you when you played your first video game?
Dream Intensity Subscales
Dream Intensity: major modalities subscale mean
Dream Intensity: minor modalities subscale mean
Dream Intensity: dream work subscale mean
Dream Intensity: paramnesia subscale mean
Dream Intensity: lucid dream subscale mean
Dream Intensity: autosuggestion subscale mean
Culture
Self construal: sum independent
Self construal: sum interdependent/collectivist
Data source (1=china;2=Canada)
Gender
Male=1; female=2
Stepwise Regressions onto Self Report
Fear Factor Scores
Model Variables Entered
1 Data source 1=China;2=Canada
2 Dream Intensity: Bad dream subscale mean
3 Sex (male=1; female=2)
4 Social media sum of means of North
American & Chinese
5 Dream Intensity: autosuggestion subscale
mean
6 Dream Intensity: lucid dream subscale mean
Stepwise Regressions onto Self Report
General Negative Emotions (sans fear)
Model Variables Entered
1 Data source 1=China;2=Canada
2 Self construal: sum independent
3 Dream Intensity: lucid dream subscale mean
4 Video game variables factor score
Stepwise Regressions onto Self Report
Happiness Factor Score
Model Variables Entered
1 Sex (male=1; female=2)
2 Dream Intensity: dream work subscale mean
3 Social media sum of means of North American &
Chinese
4 At what age approximately did you start using
social networking sites?
5 Dream Intensity: autosuggestion subscale mean
Conclusions Regarding Media
• Fear is associated with threat in dreams
– Social media one predictor (among Canadians)
• Other negative emotions are not so associated
– Gaming one predictor (among Canadians)
• Happiness not associated with threat
– Social media one predictor
Slides available at
• www.spiritwatch.com
• http://academic.macewan.ca/gackenb
achj/

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Video game play and nightmare protection hypothesis

  • 1. Video Game Play and Nightmare Protection Hypothesis: A Cross Cultural Analysis Jayne Gackenbach Department of Psychology Paper presented at the 2015 Towards a Science of Consciousness Conference, Helsinki, Finland
  • 2. Acknowledgement • Support for this research was provided from a MacEwan University Special Project Grant. • Thank You for their assistance in data collection. – Ming-Ni Lee of the National Dong Hwa University; Department of Counseling and Clinical Psychology; – Zongkui Zhou of the Central China Normal University, School of Psychology and – Gino Yu of Hong Kong Polytechnic University, School of Design • Dream Coders – Alison Ditner & Sarkis Hakopdjanian
  • 3. Introduction • The overall objective of this study was to investigate the relationship between culture, media use and dreams. • More people use the internet in China than anywhere else in the world (ITU, 2011), • The Chinese have the deepest social media penetration and the largest gaming population in the world (Cao & Downing, 2008).
  • 4. Mary Meeker; Internet Analyst May 2015 presentation to Code Conference Internet Use Around the World
  • 6. Compared to Mobile Phone Use
  • 8. Gaming in China • Play in Internet Café’s • Can not afford own PC and game consoles only became legal in late 2014, but expensive • PC’s in café’s preloaded • Pay by hour • Social network games, Happy Farm
  • 10. Censorship of Games in China  Violating basic principles of the Constitution  Threatening national unity, sovereignty and territorial integrity  Divulging state secrets  Threatening state security  Damaging national sovereignty  Disturbing social order  Infringing upon others' rights
  • 12. Why Study Dreams? • Attitudes towards dreams – in west they are seen as not important – In east viewed more positively • Function of dreams – Memory consolidation – Emotional regulation – Problem solving – Creative inspiration • Dreams are autobiographies • Response Bias – Tendency to present oneself in a positive light – Not present in dreams, which while metaphoric, are relatively free of waking defense mechanisms. – Dream records and reports of dream experiences may offer a more unobtrusive way to measure attitudes and experiences
  • 13. SIMPLE Dream Effects FROM GAMING 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
  • 14. Why study gamers dreams? • Isn’t it all just incorporation? – Yes gamers dream about games – And no, Gamers dreams may show fundamental structural differences and/or clinically relevant differences in their dreams
  • 15. Why such ‘great expectations’ of gamers dreams? • The most widely experienced VR that can be very immersive/present is video game play • Do hours in simulated realities affect other realities? – Yes, waking reality • game transfer • inverse presence – Yes, dreams
  • 16. Method: Participants • 451 participants from Canada – 135 males and 316 females • 455 participants from China • 119 males and 336 females, • located in Wuhan, Taiwan and Hong Kong Total 906 participants
  • 17. Measurements • Demographics • Video Game Play Questions • Social Media Questions • Dream Intensity Scale • Recent Dream • Self-construal
  • 18. Procedure • These scales were posted online through Qualtric.com • Informed consent & debriefing statement • All surveys were offered in English in Canada and in Hong Kong but in either simple or traditional Chinese in Hong Kong, Taiwan and Wuhan. • If participants opted out of the study, or if they finished the surveys, they were given a debriefing statement.
  • 19. Translation Issues • A subset of Chinese dreams from Taiwan were translated by two translators, Yue and Coco • These separate translations were examined in two ways: –word count –dream coding
  • 20. Translation Issues: Word Count Response ID for dream #words/dr eam English Yue #words/dre am English Coco R_dpqcrRXXMv7pR4x 286 270 R_3R869XlIb8OKLt3 382 409 R_4Jbn42TqmczLKAd 398 351 R_9NQPxzJBYnj7R3f 154 119 R_8HZ8uSgPJIoWiZT 216 200 R_51oDBtMeBje4DZP* 173 620 R_cIVptVKDCxtL8wt 265 234 R_bkqqv4iUI3ilYWx 120 112 R_6eOjMZ2IG5pad3D 61 49 R_ene0XcKzrCFC45f 154 146 Average all 10 dreams 221 251 Average without outlier* 226 210 Correlation for #words/dream with outlier = 0.52, nonsignificant Correlation for #words/dream without outlier = 0.98, p<.0001
  • 21. Translation Issues: HVDC Dream Content Analysis Response ID for dream Sarah HVDC coder Ali HVDC coder R_dpqcrRXXMv7pR4x 35/49= 71% 32/44=72.7%. R_3R869XlIb8OKLt3 42/49= 86% 33/47=70.2% R_4Jbn42TqmczLKAd 50/64= 78% 44/55=84.3% R_9NQPxzJBYnj7R3f 22/25= 88% 17/19 = 89.5% R_8HZ8uSgPJIoWiZT 34/38=89% 33/40=82.5% R_51oDBtMeBje4DZP* 26/58=45% 26/60=43.3% R_cIVptVKDCxtL8wt 30/44=68% 32/40=80% R_bkqqv4iUI3ilYWx 12/15=80% 7/8=87.5% R_6eOjMZ2IG5pad3D 13/15=87% 6/7=85.7% R_ene0XcKzrCFC45f 28/31=90% 18/26=69.2% Average all 10 dreams 78.2% 76.49% Average without outlier* 81.9% 80.2%
  • 22. Summary of Translation Issues • While there were translation differences they made very little impact on the final product of dream coding. • None-the-less the translation issues were substantive enough to warrant a second examination of the dreams by the primary translator, Yue. • She was given instructions to look for missed segments of dreams, missed words, and possible mistranslations. • She was provided with feedback – commentary a third translator on translation, – the 10 dreams from the other translator, Coco, and – the commentary on coding issue from one of the dream coders, Ali
  • 23. Further Summary • Yue was particularly well qualified to continue in the role of primary translator, not only because her native language is Chinese, but also she was a psychology major at a nearby university and had taken a course on dreams. – she is experienced with not only translation issues, – but those that are unique to dreams. – she chose to use first person tense in many of the dreams while other less experienced translators may not have made that choice. • Almost all dream transcripts in English speak in first person and indeed speaks to a major function of dreams, memory consolidation. • That said this could be a culture issue like the one with time referents.
  • 24. Post Dream Self Report of Emotions Factor Analysis with Scores Saved 1 general negative emotions 2 fear 3 positive emotions Anger .824 .131 .023 Awe .150 .087 .650 Arousal (Sexual) .158 -.046 .743 Anxiety .362 .772 -.003 Fear .243 .892 -.045 Guilt .505 .276 .222 Frustration .726 .317 -.043 Sadness .681 .359 .004 Hatred .771 .183 .123 Happines -.088 -.249 .725 Jealously .605 -.046 .387 Embarrassment .472 .352 .249 Ecstasy .106 .207 .708 Terror .184 .866 .022
  • 25. Correlations between self reported emotion factor scores & judges threat coding threat simulation codes with high score is more threat objective threat, subjective threat, no threat aggressive harm through nonagg harm Number of targets of threat (high = lots) High threat to self through low threat to self self report of dream emotions factor 1 scores general negative emotions Pearson Correlation .110** .061 .048 .061 Sig. (2-tailed) .010 .150 .261 .151 N 552 552 552 552 self report of dream emotions factor 2 fear Pearson Correlation .501** .479** .472** .518** Sig. (2-tailed) .000 .000 .000 .000 N 552 552 552 552 self report of dream emotions factor 3 happiness Pearson Correlation -.235** -.227** -.215** -.213** Sig. (2-tailed) .000 .000 .000 .000 N 552 552 552 552
  • 26. Regressions onto Self Reported Emotions • Kept regressions as self reports of predictors and self reports of predicted • In dream research while a correlation as just seen between self reports and judges reports, it’s not perfect what a dreamer sees in their dream relative to what a judge sees in a dream • Variables examined: – Media use – Dream Intensity Subscales – Culture – Gender
  • 27. Defining Video Game Participation Component 1 How often do you typically play video games? .822 How long is your typical playing session? .760 How old were you when you played your first video game? .564 How many different video games in any format have you played to date? .818
  • 28. Social Media Participation • North American Facebook Linkedin Twitter Tumblr Instagram Myspace Youtube Google+ Pinterest Other • Chinese Qzone Sina Weibo Neteasse Weibo Tencent Weibo Renren Kaixin Kaixin011 Youku Tudou Baidu Douban Tianya Maopu Guoke Zhihu Other Social Media sum of means of North American & Chinese with zeros entered into blanks
  • 29. Background of Dream Intensity Scale oDeveloped in Hong Kong on Chinese by Calvin Yu (2010) oConceptualized as a trait variable composed of multiple dimensions oSelf-report scale containing 23 items oTranslation to English was done by author for publication in Dreaming
  • 30. Dream Intensity Scale: Subscales • Regular dreams subscale score – 1 Dream awareness – 2 Recalling main dream content – 5 Multiple dreams • Bad dreams subscale score – 3 Nightmares – 4 Nightmare awakening • Major modalities subscale score – 10 Colors – 11 Sounds – 14 Emotions • Minor modalities subscale score – 12 Odors – 13 Tastes • Dream work subscale score – 17 Condensation – 18 Displacement – 20 Animal symbolism – 21 Inanimate object symbolism • Paramnesia subscale – 22 De´ ja` vu – 23 Dream-reality confusion • Lucid dreaming subscale score – 6 Awareness of being in a dream – 7 Self-scripted dreams • Autosuggestion subscale score – 8 Reconnecting with dreams – 9 Reexperience wishful dreams
  • 31. Culture and Gender • Culture – self construal: sum independent/individualistic – self construal: sum interdependent/collectivist – Data source (1=China;2=Canada) • Gender – male=1; female=2
  • 32. Stepwise Regressions onto Self Report Emotion Factor Scores From Recent Dream Media Use Variables Social media sum of means of North American & Chinese Vdeo game variables (4; freq, len, num, age began) factor score At what age approximately did you start using social networking sites? How old were you when you played your first video game? Dream Intensity Subscales Dream Intensity: major modalities subscale mean Dream Intensity: minor modalities subscale mean Dream Intensity: dream work subscale mean Dream Intensity: paramnesia subscale mean Dream Intensity: lucid dream subscale mean Dream Intensity: autosuggestion subscale mean Culture Self construal: sum independent Self construal: sum interdependent/collectivist Data source (1=china;2=Canada) Gender Male=1; female=2
  • 33. Stepwise Regressions onto Self Report Fear Factor Scores Model Variables Entered 1 Data source 1=China;2=Canada 2 Dream Intensity: Bad dream subscale mean 3 Sex (male=1; female=2) 4 Social media sum of means of North American & Chinese 5 Dream Intensity: autosuggestion subscale mean 6 Dream Intensity: lucid dream subscale mean
  • 34. Stepwise Regressions onto Self Report General Negative Emotions (sans fear) Model Variables Entered 1 Data source 1=China;2=Canada 2 Self construal: sum independent 3 Dream Intensity: lucid dream subscale mean 4 Video game variables factor score
  • 35. Stepwise Regressions onto Self Report Happiness Factor Score Model Variables Entered 1 Sex (male=1; female=2) 2 Dream Intensity: dream work subscale mean 3 Social media sum of means of North American & Chinese 4 At what age approximately did you start using social networking sites? 5 Dream Intensity: autosuggestion subscale mean
  • 36. Conclusions Regarding Media • Fear is associated with threat in dreams – Social media one predictor (among Canadians) • Other negative emotions are not so associated – Gaming one predictor (among Canadians) • Happiness not associated with threat – Social media one predictor
  • 37. Slides available at • www.spiritwatch.com • http://academic.macewan.ca/gackenb achj/

Editor's Notes

  1. http://www.usatoday.com/story/tech/columnist/baig/2015/05/27/mary-meeker-at-code-conference/27777451/
  2. Examples of banned games have included: Hearts of Iron (for "distorting history and damaging China's sovereignty and territorial integrity")[10] I.G.I.-2: Covert Strike (for "intentionally blackening China and the Chinese army's image")[11] Command & Conquer: Generals - Zero Hour (for "smearing the image of China and the Chinese army")[10] Battlefield 4 (for "smearing the image of China and endangering national security")[12]
  3. Website devoted to mobile advertising
  4. Incorporation of gaming into dreams (continuity hypothesis) 182 last night dreams collected after a video game played the day before
  5. Seven demographic aspects were solicited, including: sex, age, education, marital status, city and country of residence, race/ethnicity, occupation, and first language. video game play questions have been used in previous research in this laboratory (Gackenbach & Rosie, 2009). Social media questions were adapted from a longer scale (Gackenbach & Boyes, 2013) and have been modified to include Chinese social media. Dream Intensity Scale (Yu, 2010) was administered as a self-report scale containing 23 items, in order to measure dream intensity as a trait variable composed of multiple dimensions. Recording a recent dream and participants were asked to rate their dream along 15 emotional dimensions. Self-construal by using the Independent versus Interdependent Self Scales (IISS; Lu & Gilmour, 2007).
  6. Extraction Method: Principal Component Analysis. Rotation Method: Varimax with Kaiser Normalization. a. Rotation converged in 5 iterations.
  7. Did not enter first subscale due to it’s use as a covariate in other analysis