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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.

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