Title: Dreams and Electronic Media: Current Status
1Dreams and Electronic Media Current Status
- Jayne Gackenbach and
- Beena Kuruvilla
- Grant MacEwan College
- Presentation available at www.spiritwatch.ca
2Studies 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
32006 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.
4Control Dreaming
3 sometimes
2 rarely
F(4,299)3.610, p.007) controlling for motion
sickness and dream recall
5Lucid 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
7Background
- 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
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112007
12Data Collection Time X Gender
Total of 880 Ss from GMC classes
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14Online 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
15Extraction Method Principal Component Analysis.
Last night, rested dreams, N 152
16Why? 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
17Study 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
18Hard 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?
19Participants
- 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
20Factor Analysis
21Hall 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)
22Significant 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. -
-
23Significant 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
24Significant 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. -
-
-
25Significant 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.
26Significant Differences from Male Norms
-
- Fewer Misfortunes
- (7 vs 36, plt0.000)
- Fewer Bodily Misfortunes
- (0 vs 29, plt0.024)
Thus less victim /more control
27But
- 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)
28No Difference from Males Norms
- Success
- Failure
- Striving
- Family members
29Study 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.
30Sample 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
31Similar 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
32Some differences from norms disappeared
- there was no difference in
- aggression/friendliness,
- physical aggression,
- self-negativity, and
- bodily misfortunes.
33Difference 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
34Study 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
35Threat 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
36Dreams 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
37Method
- 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
38Day BeforeMedia Use
Threat Simula-tion
Self Report on Dream
39Study 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
40Dream 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.
41Method
- 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
42Dream 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)
43Low gamers
Significant main effects and interaction
High gamers
Bizarreness Sum
Non-bizarreness Sum
44Conclusions 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?