The continuity versus discontinuity hypotheses: a consideration of issues for coding video game incorporation
video games, continuity, discontinuity, incorporation, dreams, content analysis
In response to the discussion between Hobson and Schredl, the history of our program of research for coding dreams of video game players both after playing a game and without such consideration, was reviewed. While many of our studies are about response style in dreams resulting from game play, we also have considered incorporation issues. Some of our previous results seemed to favour the continuity hypothesis, while others favoured the discontinuity perspective. Two approaches to coding gamers’ dreams were considered and critiqued. Some of these problems were then taken up in a compilation of data from three previous research studies where games were played the day before a dream and dream information was gathered. The 182 dreams were categorized into three groups, no game incorporation, partial game incorporation, and full game incorporation (i.e., the dream is the game). Individual difference and game content variables were unrelated to incorporation into subsequent dreams. However, this classification of dreams did result in various content differences.
Gackenbach, J.I., Sample, T., & Mandel, G. (2011). The continuity versus discontinuity hypotheses: A consideration of issues for coding video game incorporation. International Journal of Dream Research, 4(2), 63-76. doi: 10.11588/ijodr.2011.2.9132
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