Browsing by Author "Flockhart, Carson"
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- ItemCommentary: “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.
- ItemReality: waking, sleeping and virtual(2015) Gackenbach, Jayne; Stark, Hannah; Boyes, Arielle; Flockhart, CarsonThis edited volume shows the relationship between dream research and its usefulness in treating patients. Milton Kramer and Myron Glucksman show that there is support for searching for the meaning of dream as experiences extended in time. Dreaming reflects psychological changes and is actually an orderly process, not a random experience. Several chapters in this book explore interviewing methodologies that will help clients reduce the frequency of their nightmares and thus contribute to successful therapy.
- ItemThe impact of digital technology on children’s dreams(2016) Gackenbach, Jayne; Boyes, Arielle; Sinyard, Ann; Flockhart, Carson; Snyder, CaterinaChildren can feel powerless in waking life, a fact that is often reflected in their dreams. This book shows how to take an active role in guiding children's dreams to help grow their confidence and improve their coping skills for real-life difficulties. Contributors from across various fields provide simple techniques to help children utilize dreamwork as a conduit for creative discovery and empowerment.
- ItemThe nightmare protection hypothesis: an experimental inquiry(2017) Flockhart, Carson; Gackenbach, JayneUsing the ideas generated in Revonsuo and Valli’s Threat Simulation model of the function of dreaming, previous research looked at how military personal’s dreams were associated with video game play. A nightmare protection effect was found and replicated using an undergraduate student population. Based on the previous findings, in this study an experimental manipulation was conducted where male participants engaged in one of three computer tasks, including gaming and search. All participants also viewed a frightening movie clip. Following the laboratory session respondents were asked to report a dream. The Threat Simulation method of coding dreams was used to assess threat in participant’s dreams. The major hypothesis was that playing a combat centric game would be more likely to result in behaviors in the dream which were less nightmarish after seeing the frightening movie clip, relative to playing a creative video game or doing a computer search task. The results support the thesis for high end male gamers playing combat centric video games close in time to being exposed to a frightening film clip. These young men are either not perceiving the same danger in their follow-up dream as threatening or that the content is not as scary as those without a recent experience of combat centric gaming.