Browsing by Author "Rosie, Matthew"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
- ItemDream incorporation of video game play as a function of interactivity and fidelity(2011) Gackenbach, Jayne; Rosie, Matthew; Bown, Johnathan; Sample, TylerVideo game play offers the opportunity to investigate the continuity hypothesis. By using interactive video games, rather than passive films, as a controlled manipulation an engaging pre-sleep experience is possible. Several researchers have successfully used video games to investigate dream incorporation. In the current study interactivity and fidelity were the independent measures manipulating immersion in a commercially available video game. Interactivity was either passive or active, while fidelity was high screen resolution and stereophonic headset audio versus low. We expected the highest dream incorporation in the high fidelity/high interactivity condition. Incorporation was assessed by subject self-report and judges’ evaluations. The independent variable of fidelity was especially strong both in the manipulation and in the subsequent dream incorporation for self report while interactivity became the dominant variable when viewed from the judges’ perspectives. The effects of demand characteristics and emotionality were also considered.
- ItemPresence in video game play and nighttime dreams: an empirical inquiry(2011) Gackenbach, Jayne; Rosie, MatthewA 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.