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Dreams and Electronic Media: Current Status

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Title: Dreams and Electronic Media: Current Status


1
Dreams and Electronic Media Current Status
  • Jayne Gackenbach and
  • Beena Kuruvilla
  • Grant MacEwan College
  • Presentation available at www.spiritwatch.ca

2
Studies to be Reported
  • Study 1 Morning after dreams and media use
  • Study 2 Dreams of Hard Core Gamers
  • Study 3 Hall and VandeCastle Content Analysis of
    recent dreams
  • Study 4 Video gaming and the Dream Threat
    Simulation Theory
  • Study 5 Bizarreness analysis of morning after
    dreams

3
2006 Tucson Findings
  • Gackenbach, J.I. (2006). Video game play and
    lucid dreams Implications for the development of
    consciousness. Dreaming Journal of the
    Association for the Study of Dreams, 16(2),
    96-110.

4
Control Dreaming
3 sometimes
2 rarely
F(4,299)3.610, p.007) controlling for motion
sickness and dream recall
5
Lucid Dreaming
3 sometimes
2 rarely
F(4,299)7.857, plt.0001 controlling for motion
sickness and dream recall
6
Study 1
  • Gackenbach, J.I. (in press) Electronic Media and
    Lucid-Control Dreams Morning after Reports.
    Dreaming.
  • Gackenbach, J.I. Kuruvilla, B. (2007, June).
    Dreams and Media Use. Paper presented at the
    annual meeting of the International Association
    for the Study of Dreams, Sonoma, CA. Available
    at www.spiritwatch.ca

7
Background
  • previous studies showing lucid dreams associated
    with video game play
  • Based on reflections on dream history
  • Need recent dream reports
  • Video game play only one form of electronic media
    in wide use today

8
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11
2007
12
Data Collection Time X Gender
Total of 880 Ss from GMC classes
13
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14
Online Questionnaire
  • Dream report and when
  • Normal sleep length and rested amount
  • Questions on media use history and media used the
    day before dream
  • Questions reflecting about dream reported
  • Dreams for analysis were chosen if
  • Last night
  • Rested (had typical amount of sleep)
  • N 152

15
Extraction Method Principal Component Analysis.
Last night, rested dreams, N 152
16
Why? Parallels VR/lucidity
  • Lucid/control dreams
  • Mental construction of dream world with no
    outside input through senses
  • 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 absorption
    (especially concentrative forms)
  • Virtual Reality (video games)
  • VR most experienced in video games but to a
    lesser extent in other electronic media
    (technologically constructed)
  • Video gaming has been associated with improved
    spatial skills
  • Low motion sickness needed to play a lot
  • High absorption is reported by players

17
Study 2
  • Gackenbach, J.I., Matty, Ian, Kuruvilla, Beena,
    Olischefski, Jordan, Zederayko, Alexis Samaha,
    Ashley Nicole (in press). Video Game Play Waking
    and Dreaming Consciousness. Anthropology and
    Consciousness.
  • Gackenbach, J.I., Zederayko, A. Kuruvilla, B.
    Olischefski, J. (2007, June). High End Video Game
    Players Play Experience and Dreams. Symposium
    presented at the annual meeting of the
    International Association for the Study of
    Dreams. Sonamo, CA. Available at
    www.spiritwatch.ca

18
Hard Core Player Criteria
  • In order to be interviewed they had to say yes to
    these four criteria
  • Do you play video games on average several times
    a week?
  • Is your typical playing session more than 2
    hours?
  • Have you been playing video games since before
    grade three?
  • Have you played 50 or more video games over your
    lifetime?

19
Participants
  • Solicited through on campus posters and emails in
    early 2006
  • 25 men and two women interviewed
  • 85 were 25 years of age or younger
  • Hour interviews asking
  • Experiences of self during play
  • Dreams of gaming
  • Altered States of consciousness related to play

20
Factor Analysis
21
Hall Van de Castle Coding System
  • Frequency equals intensity
  • High inter-rater reliability
  • Well developed norms
  • Uses categories which are pertinent to waking
    concerns that may influence dreaming.

27 gamers 56 dreams males norms
  • Misfortune/Good Fortune (Sickness, Falling,
    Winning)
  • Emotions (Apprehension, Confusion, Happiness)
  • Physical Surroundings (Settings and Objects)
  • Descriptive Elements (Color, Size, Velocity)
  • Character (Number, Gender, Identity, Age)
  • Social Interactions (Aggression, Friendliness,
    Sexual)
  • Activities (Movement, Verbal activity, Visual
    activity)
  • Striving (Success, Failure)

22
Significant Differences from Male Norms
  • Fewer friends (16 vs 31, plt0.002) yet more
    dead or imaginary characters appearing in dream
    reports (21 vs 0, plt0.000).
  • Why be human in a game? They have fewer powers
    than other types of creatures.

23
Significant Differences from Male Norms
  • Subject 001- Dream 11
  • I dreamt I was a character is Underworld 2,
    it was a werewolf character and then I became a
    3rd person. It was the two main characters, it
    was the vampire girl and a hybrid werewolf
    character and I was another werewolf character
    beside them and we went into a vampire coven and
    we got to the weapons section of the vampire
    coven and then I woke up

24
Significant Differences from Male Norms
  • Smaller number of dreams with aggression (32 vs
    47, plt0.023)
  • yet more intense aggression (namely physical
    aggression, 86 vs 50, plt0.0001) in those dreams
    that did contain it.

25
Significant Differences from Male Norms
  • Subject 002- Dream 6
  • so I went outside with my cat and shot
    these criminals that were trying to eat my dad
    and they were on top of my dad trying to eat his
    arms and he was fighting them off, and they were
    trying to hold him down and bite his shoulders
    and there was blood and stuff. And it was a very
    graphic shootout for a dream it was very blood
    and guts ya know? And when I ran out of
    ammunition there was like pistol whipping and
    stuff going on and that one sticks out in my mind
    because it was very graphic.

26
Significant Differences from Male Norms
  • Fewer Misfortunes
  • (7 vs 36, plt0.000)
  • Fewer Bodily Misfortunes
  • (0 vs 29, plt0.024)

Thus less victim /more control
27
But
  • Greater percentage of self-negativity (84 vs
    65, plt0.028)
  • Fewer friendliness
  • (2 vs 38, plt0.000)
  • Fewer sexuality
  • (0 vs 12, plt0.000)
  • Fewer good fortunes
  • (0 vs 6, plt0.000)

28
No Difference from Males Norms
  • Success
  • Failure
  • Striving
  • Family members

29
Study 3 Gackenbach, J.I. Kuruvilla, Beena
(2008). Hall and VandeCastle Content Analysis of
Video Game Players Dreams. Paper to be presented
at the International Association for the Study of
Dreams meeting, Montreal, Quebec.
30
Sample Comparisons
  • collected via questionnaire (this study)
  • more males than females gamers (both)
  • both were identified as high end gamers by the
    same four questions
  • college students at same Canadian college
  • this sample is of more recently recalled dreams
  • last night, last week or last month
  • 69 dreams in this sample

31
Similar Findings to Interview Study
  • more familiar characters,
  • more dead and imaginary characters,
  • dreams with at least one instance of (less in
    each case)
  • Aggression,
  • friendliness,
  • sexuality,
  • misfortune, and
  • good fortune

32
Some differences from norms disappeared
  • there was no difference in
  • aggression/friendliness,
  • physical aggression,
  • self-negativity, and
  • bodily misfortunes.

33
Difference from norms where one did not exist
earlier
  • Some subscales show a difference from norms where
    one did not exist earlier
  • fewer male/female percent,
  • more indoor settings and
  • for the subscales regarding dreams with at least
    one instance,
  • success and striving were fewer than in the norms

34
Study 4
  • Kuruvilla, Beena Gackenbach, J.I. (2008, July).
    Threat Simulation Theory and Video Game Play.
    Poster to be presented at the annual meeting of
    the International Association for the Study of
    Dreams, Montreal, Quebec. Will be available at
    www.spiritwatch.ca
  • Beena Kurvillas honors thesis

35
Threat Simulation Theory
  • dreaming is an adaptive process with an
    evolutionary foundation (Revonsuo, 2000).
  • dreaming allows us to simulate threatening
    situations in the safety of a virtual environment
    of dreams.
  • continued practice would allow an individual to
    better prepare for these possibly dangerous
    instances, were they to arise in the waking world

36
Dreams Collected
  • Online Questionnaires
  • night before dreams only,
  • average hours since dream to recollection being
    under one hour
  • minimum word count of 40 words
  • 98 participants/dreams
  • 35 males
  • 63 females

37
Method
  • Low and high end gamers identified using the same
    four criteria as previous studies
  • Two blind-raters manually coded the dreams using
    Revonsuos method of threat simulation content
    analysis for dreams (Revonsuo Valli, 2001
  • Also self report questions on the online
    questionnaire about the dream that was reported

38
Day BeforeMedia Use
Threat Simula-tion
Self Report on Dream
39
Study 5
  • Gackenbach, J.I. Kuruvilla, B. (2008, July).
    Video Game Play and Dream Bizarreness. Paper to
    be presented at the annual meeting of the
    International Association for the Study of
    Dreams, Montreal, Quebec. Will be available at
    www.spiritwatch.ca

40
Dream Bizarreness
  • thought to be the differentiator between waking
    and dreaming thought,
  • an indicate of creativity, and,
  • most recently, as a model for solving the binding
    problem in consciousness Revonsuo (2006)
  • how does our phenomenal experience of self in the
    world, or being conscious, emerge from its
    biological bases.
  • a dream object does not transform randomly into
    another object, but into an object that shares
    many semantic or associative features with the
    first. In the waking state such associations do
    not intrude into our consciousness, for they are
    unable to override the externally supplied
    sensory information (p. 247).
  • Thus dream bizarreness offers a rare window into
    the nature of these semantic associative networks
    at work without their normal waking constraints.

41
Method
  • College students
  • Last night, rested dreams
  • 152 dreams fulfilled these criteria
  • at least 50 words long
  • Gamer group determined by same 4 questions.
  • 90 low end gamers
  • 62 high end gamers

42
Dream Scoring
  • Revonsuo and Salmivallis (1995) Content
    Analysis of Bizarreness scale
  • 2 step process in scoring dreams for bizarreness
  • identification of elements in the dream
  • these elements scored for bizarreness or
    non-bizarreness
  • Bizarreness and Nonbizarreness Sums calculated
    for preliminary analysis (ANCOVA with word count
    as covariate)

43
Low gamers
Significant main effects and interaction
High gamers
Bizarreness Sum
Non-bizarreness Sum
44
Conclusions Implications
  • Lucidity/control
  • Do these preliminary results imply that
    lucid/control dreaming will become widespread
    given the saturation of media?
  • Aggression/Threat Simulation
  • What happens when gamers nightmares are gone or
    do they simply change?
  • Bizarreness
  • Are gamers semantic networks more diverse?
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