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Jayne Gackenbach

Dados Biográficos

ID1409079
NOMEJayne Gackenbach
PRENOMESJayne
SOBRENOMEGackenbach
ASSINATURAGACKENBACH J
AFILIAÇÕESMacEwan University
VERIFICADONão
TOTAL DE OBRAS19
TOTAL DE CITAÇÕES53
TOTAL COMO AUTOR17
TOTAL COMO EDITOR2
PRIMEIRO ANO DE PUBLICAÇÃO1978
ANO MAIS RECENTE DE PUBLICAÇÃO2020
ÍNDICE H5
  • Dream Images

    Anees Sheikh, Jayne Gackenbach et al.•BOOK•Dream Images•2020

  • Media use and gender relationship to the nightmare protection hypothesis

    Jayne Gackenbach, Yue Yu et al.•ARTICLE•Dreaming•2018•Citada por: 1•Referências: 15

  • Sleep and Dreams

    Jayne Gackenbach•BOOK•Sleep and Dreams•2017

  • Gaming, Social Media, and Gender in Chinese and Canadian Cultures

    Open Access•Jayne Gackenbach, Yue Yu et al.•ARTICLE•Gender Technology and Development•2016•Citada por: 1•Referências: 5

    The purpose of our study is to investigate gender and culture and their relationship with two types of Internet media use: gaming and social media. This study is part of a survey administered at one Canadian and three Chinese universities. We hypothesized that men would be higherend gamer’s vis-à-vis women across cultures and that the reverse is likely to be true regarding social media usage. Also we assumed that women would prefer casual when it…

  • Nightmare protection, gender, and video game play

    Arielle Boyes, Jayne Gackenbach•ARTICLE•Dreaming•2016•Citada por: 2•Referências: 5

  • Social media versus gaming associations with typical and recent dreams

    Jayne Gackenbach, Arielle Boyes•ARTICLE•Dreaming•2014•Citada por: 4•Referências: 6

    Cirucci (2013a) hypothesized that video game players would display similarities to social media users and that this relationship should be examined. This inquiry compared university students who varied in the degree to which they use social media (SMU) and play video games (VGP) on several dream indices and 1 personality inventory. Dreams have been shown to be continuous with waking mentation (Schredl, 2003) and to regulate negative emotions (Lev…

  • Cognitive structure associated with the lucid features of gamers dreams

    Jayne Gackenbach, Beena Kuruvilla•ARTICLE•Dreaming•2013•Citada por: 2•Referências: 7

  • Video game play as nightmare protection

    Jayne Gackenbach, Mycah Darlington et al.•ARTICLE•Dreaming•2013•Citada por: 5•Referências: 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 univers…

  • Dream and blog content analysis of a long term diary of a video game player with obsessive compulsive disorder

    Jayne Gackenbach, Tyler Sample et al.•ARTICLE•Dreaming•2011•Citada por: 1•Referências: 3

  • Dream incorporation of video-game play as a function of interactivity and fidelity

    Jayne Gackenbach, Matthew Rosie et al.•ARTICLE•Dreaming•2011•Citada por: 3•Referências: 2

  • Video game play as nightmare protection

    Jayne Gackenbach, Evelyn Ellerman et al.•ARTICLE•Dreaming•2011•Citada por: 7•Referências: 8

    Soldiers who play video games to varying degrees were solicited to fill out a survey on dreams and gaming. A prescreening filtered out those who were not soldiers, who did not game and who were suffering from various psychological problems in the last six months. The remaining soldiers filled out these inventories; general and military demographics, history of video game play, Emotional Reactivity and Numbing Scale (ERNS), and a Trauma Inventory.…

  • Electronic media and lucid-control dreams

    Jayne Gackenbach•ARTICLE•Dreaming•2009•Citada por: 7•Referências: 1

    Lucid dreams, as well as control dreams, have recently been reported as associated with video game play (Gackenbach, 2006). In this study, dreams were collected from the morning after a night of rested sleep as well as electronic media use from the day before the dream. In a factor analysis, lucid and control dreams were associated with all electronic media use but most strongly with video game play. Lucid dreams, dreams where the dreamer is awar…

  • Video game play and dream bizarreness

    Jayne Gackenbach, Beena Kuruvilla et al.•ARTICLE•Dreaming•2009•Citada por: 4•Referências: 8

  • The relationship between video game play and threat simulation dreams

    Jayne Gackenbach, Beena Kuruvilla•ARTICLE•Dreaming•2008•Citada por: 5•Referências: 5

  • Video game play and lucid dreams

    Jayne Gackenbach•ARTICLE•Dreaming•2006•Citada por: 11•Referências: 14

  • Psychology and the Internet

    Jayne Gackenbach•BOOK•Psychology and the internet•1998

    Psychology and the Internet provides a resource for examining how the Internet affects our definition of who we are and our communication and work patterns. It also examines how normal behavior differs from the pathological with respect to Internet use. The book contains three sections: the first section covers the "self" in relation to the Internet; the second section explores how the Internet is used to meet new friends and love interests, as w…

  • Frameworks for understanding lucid dreaming

    Jayne Gackenbach•ARTICLE•Dreaming•1991

  • Sex-Role Identity across Two Cultures

    Open Access•Jayne Gackenbach•ARTICLE•Psychological Reports•1981

    Cross-cultural data on 57 U.S. and 24 Australian women are provided for the Bem Sex-role Inventory. Femininity scores significantly differed; American women scored more feminine than Australian women. There was no cultural difference in masculinity or androgyny scores

  • A perceptual defense approach to the study of gender sex related traits, stereotypes, and attitudes1

    Open Access•Jayne Gackenbach, Jayne I Gackenbach•ARTICLE•Journal of Personality•1978

    In the present study men who varied in the degree to which they viewed themselves as relatively masculine and/or feminine and the degree to which they expected others to engage in activities based on their gender sex (sex role attitude) were tachistoscopically presented pictures of a man and a woman engaged in sex role nontraditional activities. A signal detection theory analysis of the data yielded information on two aspects, the sensory (d′) an…

  • Video game play and lucid dreams

    Jayne Gackenbach•ARTICLE•Dreaming•2006•Citada por: 11•Referências: 14

  • Video game play as nightmare protection

    Jayne Gackenbach, Evelyn Ellerman et al.•ARTICLE•Dreaming•2011•Citada por: 7•Referências: 8

    Soldiers who play video games to varying degrees were solicited to fill out a survey on dreams and gaming. A prescreening filtered out those who were not soldiers, who did not game and who were suffering from various psychological problems in the last six months. The remaining soldiers filled out these inventories; general and military demographics, history of video game play, Emotional Reactivity and Numbing Scale (ERNS), and a Trauma Inventory.…

  • Electronic media and lucid-control dreams

    Jayne Gackenbach•ARTICLE•Dreaming•2009•Citada por: 7•Referências: 1

    Lucid dreams, as well as control dreams, have recently been reported as associated with video game play (Gackenbach, 2006). In this study, dreams were collected from the morning after a night of rested sleep as well as electronic media use from the day before the dream. In a factor analysis, lucid and control dreams were associated with all electronic media use but most strongly with video game play. Lucid dreams, dreams where the dreamer is awar…

  • Video game play as nightmare protection

    Jayne Gackenbach, Mycah Darlington et al.•ARTICLE•Dreaming•2013•Citada por: 5•Referências: 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 univers…

  • The relationship between video game play and threat simulation dreams

    Jayne Gackenbach, Beena Kuruvilla•ARTICLE•Dreaming•2008•Citada por: 5•Referências: 5

  • Social media versus gaming associations with typical and recent dreams

    Jayne Gackenbach, Arielle Boyes•ARTICLE•Dreaming•2014•Citada por: 4•Referências: 6

    Cirucci (2013a) hypothesized that video game players would display similarities to social media users and that this relationship should be examined. This inquiry compared university students who varied in the degree to which they use social media (SMU) and play video games (VGP) on several dream indices and 1 personality inventory. Dreams have been shown to be continuous with waking mentation (Schredl, 2003) and to regulate negative emotions (Lev…

  • Video game play and dream bizarreness

    Jayne Gackenbach, Beena Kuruvilla et al.•ARTICLE•Dreaming•2009•Citada por: 4•Referências: 8

  • Dream incorporation of video-game play as a function of interactivity and fidelity

    Jayne Gackenbach, Matthew Rosie et al.•ARTICLE•Dreaming•2011•Citada por: 3•Referências: 2

  • Nightmare protection, gender, and video game play

    Arielle Boyes, Jayne Gackenbach•ARTICLE•Dreaming•2016•Citada por: 2•Referências: 5

  • Cognitive structure associated with the lucid features of gamers dreams

    Jayne Gackenbach, Beena Kuruvilla•ARTICLE•Dreaming•2013•Citada por: 2•Referências: 7

  • Media use and gender relationship to the nightmare protection hypothesis

    Jayne Gackenbach, Yue Yu et al.•ARTICLE•Dreaming•2018•Citada por: 1•Referências: 15

  • Gaming, Social Media, and Gender in Chinese and Canadian Cultures

    Open Access•Jayne Gackenbach, Yue Yu et al.•ARTICLE•Gender Technology and Development•2016•Citada por: 1•Referências: 5

    The purpose of our study is to investigate gender and culture and their relationship with two types of Internet media use: gaming and social media. This study is part of a survey administered at one Canadian and three Chinese universities. We hypothesized that men would be higherend gamer’s vis-à-vis women across cultures and that the reverse is likely to be true regarding social media usage. Also we assumed that women would prefer casual when it…

  • Dream and blog content analysis of a long term diary of a video game player with obsessive compulsive disorder

    Jayne Gackenbach, Tyler Sample et al.•ARTICLE•Dreaming•2011•Citada por: 1•Referências: 3

  • A perceptual defense approach to the study of gender sex related traits, stereotypes, and attitudes1

    Open Access•Jayne Gackenbach, Jayne I Gackenbach•ARTICLE•Journal of Personality•1978

    In the present study men who varied in the degree to which they viewed themselves as relatively masculine and/or feminine and the degree to which they expected others to engage in activities based on their gender sex (sex role attitude) were tachistoscopically presented pictures of a man and a woman engaged in sex role nontraditional activities. A signal detection theory analysis of the data yielded information on two aspects, the sensory (d′) an…

  • Sex-Role Identity across Two Cultures

    Open Access•Jayne Gackenbach•ARTICLE•Psychological Reports•1981

    Cross-cultural data on 57 U.S. and 24 Australian women are provided for the Bem Sex-role Inventory. Femininity scores significantly differed; American women scored more feminine than Australian women. There was no cultural difference in masculinity or androgyny scores

  • Frameworks for understanding lucid dreaming

    Jayne Gackenbach•ARTICLE•Dreaming•1991

  • Psychology and the Internet

    Jayne Gackenbach•BOOK•Psychology and the internet•1998

    Psychology and the Internet provides a resource for examining how the Internet affects our definition of who we are and our communication and work patterns. It also examines how normal behavior differs from the pathological with respect to Internet use. The book contains three sections: the first section covers the "self" in relation to the Internet; the second section explores how the Internet is used to meet new friends and love interests, as w…

  • Video game play and lucid dreams

    Jayne Gackenbach•ARTICLE•Dreaming•2006•Citada por: 11•Referências: 14

  • The relationship between video game play and threat simulation dreams

    Jayne Gackenbach, Beena Kuruvilla•ARTICLE•Dreaming•2008•Citada por: 5•Referências: 5

  • Electronic media and lucid-control dreams

    Jayne Gackenbach•ARTICLE•Dreaming•2009•Citada por: 7•Referências: 1

    Lucid dreams, as well as control dreams, have recently been reported as associated with video game play (Gackenbach, 2006). In this study, dreams were collected from the morning after a night of rested sleep as well as electronic media use from the day before the dream. In a factor analysis, lucid and control dreams were associated with all electronic media use but most strongly with video game play. Lucid dreams, dreams where the dreamer is awar…

  • Video game play and dream bizarreness

    Jayne Gackenbach, Beena Kuruvilla et al.•ARTICLE•Dreaming•2009•Citada por: 4•Referências: 8

  • Dream and blog content analysis of a long term diary of a video game player with obsessive compulsive disorder

    Jayne Gackenbach, Tyler Sample et al.•ARTICLE•Dreaming•2011•Citada por: 1•Referências: 3

  • Dream incorporation of video-game play as a function of interactivity and fidelity

    Jayne Gackenbach, Matthew Rosie et al.•ARTICLE•Dreaming•2011•Citada por: 3•Referências: 2

  • Video game play as nightmare protection

    Jayne Gackenbach, Evelyn Ellerman et al.•ARTICLE•Dreaming•2011•Citada por: 7•Referências: 8

    Soldiers who play video games to varying degrees were solicited to fill out a survey on dreams and gaming. A prescreening filtered out those who were not soldiers, who did not game and who were suffering from various psychological problems in the last six months. The remaining soldiers filled out these inventories; general and military demographics, history of video game play, Emotional Reactivity and Numbing Scale (ERNS), and a Trauma Inventory.…

  • Cognitive structure associated with the lucid features of gamers dreams

    Jayne Gackenbach, Beena Kuruvilla•ARTICLE•Dreaming•2013•Citada por: 2•Referências: 7

  • Video game play as nightmare protection

    Jayne Gackenbach, Mycah Darlington et al.•ARTICLE•Dreaming•2013•Citada por: 5•Referências: 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 univers…

  • Social media versus gaming associations with typical and recent dreams

    Jayne Gackenbach, Arielle Boyes•ARTICLE•Dreaming•2014•Citada por: 4•Referências: 6

    Cirucci (2013a) hypothesized that video game players would display similarities to social media users and that this relationship should be examined. This inquiry compared university students who varied in the degree to which they use social media (SMU) and play video games (VGP) on several dream indices and 1 personality inventory. Dreams have been shown to be continuous with waking mentation (Schredl, 2003) and to regulate negative emotions (Lev…

  • Gaming, Social Media, and Gender in Chinese and Canadian Cultures

    Open Access•Jayne Gackenbach, Yue Yu et al.•ARTICLE•Gender Technology and Development•2016•Citada por: 1•Referências: 5

    The purpose of our study is to investigate gender and culture and their relationship with two types of Internet media use: gaming and social media. This study is part of a survey administered at one Canadian and three Chinese universities. We hypothesized that men would be higherend gamer’s vis-à-vis women across cultures and that the reverse is likely to be true regarding social media usage. Also we assumed that women would prefer casual when it…

  • Nightmare protection, gender, and video game play

    Arielle Boyes, Jayne Gackenbach•ARTICLE•Dreaming•2016•Citada por: 2•Referências: 5

  • Sleep and Dreams

    Jayne Gackenbach•BOOK•Sleep and Dreams•2017

  • Media use and gender relationship to the nightmare protection hypothesis

    Jayne Gackenbach, Yue Yu et al.•ARTICLE•Dreaming•2018•Citada por: 1•Referências: 15

  • Dream Images

    Anees Sheikh, Jayne Gackenbach et al.•BOOK•Dream Images•2020

Psychology (19 obras) · Computer Science (10 obras) · Psychotherapist (9 obras) · Sleep and Wakefulness Research (9 obras) · Multimedia (7 obras) · Social Psychology (7 obras) · Video game (7 obras) · Cognitive psychology (6 obras) · Psychoanalysis (6 obras) · Digital Games and Media (5 obras)

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