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

dc.contributor.authorGackenbach, Jayne
dc.contributor.authorRosie, Matthew
dc.date.accessioned2014-08-14
dc.date.accessioned2022-05-27T01:13:08Z
dc.date.available2022-05-27T01:13:08Z
dc.date.issued2011
dc.description.abstractA 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.
dc.format.extent303.22 kb
dc.format.mimetypePDF
dc.identifier.citationGackenbach, 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
dc.identifier.doihttps://doi.org/10.11588/ijodr.2011.2.9059
dc.identifier.urihttps://hdl.handle.net/20.500.14078/109
dc.languageEnglish
dc.language.isoen
dc.rightsAll Rights Reserved
dc.subjectpresence
dc.subjectvideo games
dc.subjectvirtual reality
dc.subjectdreams
dc.subjectdream aggression
dc.subjectfidelity
dc.subjectinteractivity
dc.titlePresence in video game play and nighttime dreams: an empirical inquiryen
dc.typeArticle

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