Video Game Structure Preferences, 
              Flow, and Dreams 
              Jayne Gackenbach, PhD, 
              professor at Grant MacEwan College, Canada, is a Past President of 
              the International Association for the Study of Dreams. In the last 
              10 years she has developed an expertise on the psychology of the 
              Internet after over 20 years of research and professional activity 
              in the areas of dreams. 
              Steve Reiter is a student 
              in computer science at the University of Alberta and was 
              responsible for the design of the online game used in the current 
              study. 
              
              Abstract
              In a series of research and 
              scholarship begun in 1998 Gackenbach and colleagues (Gackenbach & 
              Preston, 1998; Gackenbach, 1999; 2005a; 2005b; in preparation; 
              Gillespie & Gackenbach, in press; Gackenbach, Guthrie, & Karpen, 
              1998; Gackenbach & Karpen, in preparation; Preston, 1998/in 
              preparation; Preston & Nery, 2004) have discussed the theoretical 
              basis and some empirical evidence for expanded consciousness 
              experiences occurring among frequent video game players. This 
              study further explores this relationship. A survey is being 
              administered online through Gackenbach's website (http://spiritwatch.ca/video/game/study/fall/202005/consentform.htm) 
              asking participants’ video game playing history and dream 
              experiences as before as well as asking for information from two 
              questionnaires measuring video game structure preferences and flow 
              experiences while playing. Finally participants are asked to play 
              a brief video game to measure their skill. Participants will 
              likely be largely students and others who visit various psychology 
              experiments online sites where the research was listed. Based on 
              previous such data collection, it would be expected that twice as 
              many men than women would participate, 60% will be 25 years of age 
              or younger, and about 60% will have some college education.
              It is 
              hypothesized that as in the past frequent video game play will be 
              associated with high lucid dreaming and control dreaming as well 
              as with higher video game flow experiences. Video game structural 
              preferences will be explored to try to further refine what it is 
              about gaming that results in these dream experiences. Finally 
              video game skill will further refine the dimensions of video game 
              play that are relevant for these experiences to emerge. Controls 
              for video game play will be in terms of degree of apparent motion 
              experienced while controls for dream frequency reports will be 
              typical dream recall. 
              References 
              Gackenbach, J.I. (1999, July). 
              Video game play and the development of consciousness as measured 
              by some dream experiences. Paper presented at the annual meeting 
              of the Association for the Study of Dreams, Santa Cruz, CA. 
              Gackenbach, J.I. (2005a, June). 
              Video Game Play and Dreams: A Replication & Extension. Paper 
              presented at the annual meeting of the International Association 
              for the Study of Dreams, Berkeley, CA. 
              Gackenbach, J.I. (2005b). Video 
              Game Play and Lucid Dreams: Implications for the Development of 
              Consciousness. Unpublished manuscript under editoral 
              consideration. 
              Gackenbach, J.I. (in 
              preparation). Transpersonal implications of telepresence resulting 
              from being online. Manuscript accepted for inclusion in a special 
              issue of the Journal of Computer Mediated Communication Special 
              Issue on Religion on the Internet. 
              Gackenbach, J.I., Guthrie, Greg, 
              & Karpen, Jim (1998). The coevolution of technology and 
              consciousness. From J.I. Gackenbach (Ed.), Psychology and the 
              Internet. San Diego: Academic Press. 
              Gackenbach, J.I. & Karpen, Jim 
              (in preparation). Revisiting the coevolution of technology and 
              consciousness. From J.I. Gackenbach (Ed.), Psychology and the 
              Internet (2nd edition). San Diego: Academic Press.