Browsing by Author "Darlington, Mycah"
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Item Commentary: “Experts” versus trained dream coders: does it make a difference?(2013) Gackenbach, Jayne; Witiw, Taylor; Ferguson, Mary-Lynn; Darlington, Mycah; Flockhart, Carson; Swanson, Dan; Ahlswede, SteveThis is a consideration of possible issues in using expert versus trained dream coders. Our thesis is that due to their lifetime training, expert coders would be more aware of subtle aspects of their area of their expertise in dreams. Two domains are discussed video games and religious/spiritual experience in dreams.Item Gamer links to dream bizarreness and lucidity: a failure to replicate(2014) Gackenbach, Jayne; Kuruvilla, Beena; Ferguson, Mary-Lynn; Mathewson, Keyfer; Darlington, MycahTwo studies examined the relationship between measures of video game play, dream bizarreness and dream type, with a conceptual emphasis on dream lucidity. The varimax rotated factor analyses with some variables of each type replicated across studies, showing no association between gaming, dream bizarreness and dream lucidity. Of additional interest is that the oft claimed association between dream bizarreness with lucidity was also not supported with one analysis showing a negative association. This may call into question methods of lucid dream induction that recommend attention to oddities while awake as practice to notice oddities in dreams as a way to get lucid in sleep.Item Video game play as nightmare protection: a replication and extension(2013) Gackenbach, Jayne; Darlington, Mycah; Ferguson, Mary-Lynn; Boyes, ArielleThis inquiry is a replication and extension of a recent study with military gamers examining the thesis that the play of video games might act as a type of nightmare protection. This hypothesis is based on the idea of a well-rehearsed defense due to game play, a numbing against violence and the idea that memories in the six hours post trauma are best interrupted with a visual cognitive task, like video game play. This replication was done on university students who had experienced a trauma in the past and reported a dream associated with that trauma along with a recent dream. Controls were emotional reactivity and trauma history. We conclude that male high-end gamers seemed to be less troubled by nightmares while female high-end gamers were the most troubled by nightmares. So what is different between these two types of gamers? Three suggestions are considered, game genre, game sociability, and sex role conflict. It seems that the nightmare protection hypothesis of video game play should be qualified to apply to male high end gamers who play few casual games, play socially, and do not seem to experience sex role conflict due to type of game play.