Presence in video game play and nighttime dreams: an empirical inquiry

  • Title: Presence in video game play and nighttime dreams: an empirical inquiry
    Author: Gackenbach, Jayne; Rosie, Matthew
    Year: 2011
    Keyword(s): presence, video games, virtual reality, dreams, dream aggression, fidelity, interactivity
    Description: A felt sense of presence in games versus dreams was measured by a self-report inventory applied immediately after playing an immersive video game for 20-25 min (a single session) and immediately after waking up (from a dream, at home, for 14 days after the game session). After prescreening, 40 subjects were randomly assigned to one of four groups to play a video game. These groups differed in terms of the fidelity (VR type goggles versus TV monitor) and interactivity (playing versus watching). 117 usable dream reports were collected. The results of ANCOVA over the whole data did not give significant effects, but in item-by-item testing, four of 12 items showed significant dream/game presence differences. Three were in the direction of dreams eliciting a stronger sense of presence than games and one in the opposite direction. In a further content analysis, the dream presence was found to be related to dream aggression.
    Peer Reviewed: Yes
    Type of Item: Journal Articles
    DOI: 10.11588/ijodr.2011.2.9059
    Publication Information: Gackenbach, J.I. & Rosie, M. (2011). Presence in video game play and nighttime dreams: an empirical inquiry. International Journal of Dream Research, 4(2), 98-109. doi: 10.11588/ijodr.2011.2.9059
    Language: English

55 Views