Video game play as nightmare protection
A replication and extension
Datos Bibliográficos
| ID | 3900685 |
|---|---|
| Autores | Jayne Gackenbach, Mycah Darlington, Mary-Lynn Ferguson (0000-0002-2050-4199), Arielle Boyes |
| Año | 2013 |
| Volumen | 23 |
| Número | 2 |
| Páginas | 97-111 |
| Fecha de publicación | 2013-06-01 |
| Peer Reviewed | Sí |
| Open Access | No |
| Tipo | ARTICLE |
| Revista | Dreaming (JOURNAL) |
| Identificadores de la revista | ISSN: 1053-0797 • E-ISSN: 1573-3351 |
| Editorial | American Psychological Association (APA) (PUBLISHER) |
| DOI | 10.1037/a0032455 |
| OpenAlex | W2109015294 |
| Idioma | EN |
| Citas recibidas | 5 |
| Referencias citadas | 10 |
This inquiry is a replication and extension of a recent study with military gamers examining the thesis that playing 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 6 hours posttrauma are best interrupted with a visual cognitive task, like video game play. This replication was done using university students who had experienced a trauma in the past and had 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 differs 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
Casual · Dream · Multimedia · Nightmare · Psychotherapist · Replication (statistics · Task (project management · Video game · Digital Games and Media · Identity, Memory, and Therapy · Psychological and Temporal Perspectives Research · Psychology · Social Psychology
Self-Reported Emotional Reactivity, Depression, and Anxiety
Virtual reality-enabled treatment of nightmares
Nightmare protection, gender, and video game play
Relationships between video game play factors and frequency of lucid and control dreaming experiences
Social media versus gaming associations with typical and recent dreams
The Content Analysis of Dreams
Characteristics of chronic nightmares in a trauma-exposed treatment-seeking sample
Identifying types of impactful dreams
Big dreams
The relationship between video game play and threat simulation dreams
The central image makes "big" dreams big
Contextualizing images in dreams
Dream incorporation of video-game play as a function of interactivity and fidelity
Video game play and lucid dreams
Video game play as nightmare protection
| Obras citantes distintas | 5 |
|---|---|
| Citas por año | 0,42 |
| Intervalo de citas | 2014 - 2020 (7) |
| Velocidad de citación | historical |
| Altamente citado | No |
| Tipos de cita | Neutras: 5 |