Angelica B Ortiz de GortariUniversity of Bergen | UiB · Department Psychology
Angelica B Ortiz de Gortari
PhD in Psychology
About
73
Publications
33,327
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Introduction
My research on Game Transfer Phenomena examines involuntary phenomena with video game content that manifest as altered sensorial perceptions (e.g.hallucinations), automatic mental processes (e.g. source monitoring errors) and automatic behaviours (e.g. verbal outbursts) and subsequent effects of these experiences on gamers’ well-being.
My goal is maximising the psychological & social benefits of interactive virtual technologies while reducing the risks they can represent to some individuals.
Additional affiliations
November 2016 - November 2016
September 2010 - present
Education
September 2010 - November 2013
June 2008 - June 2010
January 2007 - January 2009
Publications
Publications (73)
A variety of instruments have been developed to assess different dimensions of playing videogames and its effects on cognitions, affect, and behaviors. The present study examined the psychometric properties of the Game Transfer Phenomena Scale (GTPS) that assesses non-volitional phenomena experienced after playing videogames (i.e., altered percepti...
Previous qualitative studies suggest that gamers experience Game Transfer Phenomena (GTP), a variety of non-volitional phenomena related to playing videogames including thoughts, urges, images, sounds when not playing. To investigate (i) which types of GTP were more common and (ii) their general characteristics, the present study surveyed a total o...
Game Transfer Phenomena (GTP) is a multimodal and holistic research approach for understanding the effects of playing video games on cognition, sensory perceptions and behaviors, considering the interplay of video game contents, in-game phenomena (e.g. immersion, trance state, embodiment), in-game activities, and the manipulation of hardware and pe...
Game Transfer Phenomena (GTP) refers to a cluster of involuntary phenomena related to playing videogames, including sensory and cognitive intrusions, transient changes in perception and self-agency. The Game Transfer Phenomena Scale (GTPS) has been used to measure the frequency of GTP with respect to five factors. The present study aimed to validat...
Little is known about the interplay of Gaming Disorder (GD) with psychotic processes in schizophrenia. Only a few clinical cases involving video game playing and psychotic symptoms have been previously reported in literature. This case report describes a 24-year-old male diagnosed with paranoid schizophrenia and GD. Our case, Patient G, had premorb...
Game Transfer Phenomena (GTP) refer to the involuntary transfer of video game experiences into the real world, which can manifest as altered sensory perceptions, automatic thoughts, and behaviors. This study aimed to examine whether GTP shares characteristics with other spontaneous cognitive phenomena, such as daydreaming and mind-pops. Additionall...
Research has investigated the impact of video game play on cognitive processes and perceptions during and after gaming. These studies have primarily focused on cognitive functions such as perceptions, attention, working memory, and skill transfer. However, little attention has been paid to the short-term effects of gaming. Research on Game Transfer...
Introducción Los Fenómenos de Transferencia de Juego, mejor conocidos como Game Transfer Phenomena (GTP) se refieren a transferencias involuntarias con contenido de videojuegos al mundo real, manifestándose en 1.Percepciones sensoriales alteradas; 2. Procesos mentales automáticos y 3. Conductas y acciones involuntarias [1]. El GTP se manifiesta en...
The present study provides a unique contribution to the literature by offering the first study to examine the prevalence of mental ill health and mental wellbeing of professional Counter-Strike athletes. The sample consisted of 51 current Counter-Strike professionals (Mage = 23.22, SD = 4.7 years; Male = 48, Female = 3) representing 17.1% of all re...
Game Transfer Phenomena (GTP) refer to the transfer of video game experiences into real life (i.e., altered sensory perceptions, mental processes and behaviours) (Ortiz de Gortari, 2019). The shortest tool to assess the GTP is the short Gaming Transfer Phenomena Scale (GTPS5-SF) (Ortiz de Gortari, Diseth, Styvertsen, & Ståle, 2023), with 5 items me...
Introduction: research on game transfer phenomena (GTP) is focused on understanding the impact of video game features and experiences on sensory perception, thoughts, and behaviors rather than on excessive/uncontrollable playing regardless of negative consequences. However, studies have shown a relationship between GTP and gaming disorder, and ther...
During the COVID-19 pandemic, video game playing increased exponentially. The question if playing could offer benefits to cope with the pandemic stressors emerged. This study compares how non-players and players who may or may not re-experience (e.g., seeing, hearing) game content after playing [i.e., Game Transfer Phenomena (GTP)] cope with the pa...
Game Transfer Phenomena (GTP) are involuntary occurrences involving video game content that some players may experience. GTP can manifest as sensory or cognitive intrusions related to a game (e.g., images, sounds or recurrent thoughts) or involuntary automatic responses such as verbal outbursts, walking towards objects or involuntary limb movements...
Large-scale survey studies of the Game Transfer Phenomena (GTP) on more than 5,000 gamers have found that approximately 90% of participants reported having some GTP experiences in the previous 12 months. In addition, a positive relationship has been reported between self-rated GTP frequency and gaming habits (e.g., playing frequency and session len...
Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where st...
Game Transfer Phenomena altered perceptions gamers video games experience Studies show that gamers experience altered sensory perceptions, automatic thoughts and behaviors with video game content when not playing. These experiences are referred to as Game Transfer Phenomena (GTP). The first aim of the current study was the psychometric assessment o...
Objective/Purpose
Previous research has shown that the frequency of Game Transfer Phenomena
(GTP) is related to several variables such as hours played, having a history of
medical conditions or mental disorders (e.g., sleep disorder, ADHD, dysfunctional
gaming). The present study investigated several specific psychopathology predictors of GTP (e.g....
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perce...
Introduction: Studies about Game Transfer Phenomena (GTP)
have demonstrated lingering effects of playing video games manifesting as sensory, cognitive, and motoric intrusions (e.g., seeing images
or hearing voices from the game after playing), transient changes in
perception and self-agency. GTP are common among non-clinical
players, though those w...
Background
Living in the time of the COVID-19 means experiencing not only a global health emergency but also extreme psychological stress with potential emotional side effects such as sadness, grief, irritability, and mood swings. Crucially, lockdown and confinement measures isolate people who become the first and the only ones in charge of their o...
Background: Living in the time of the COVID-19 means experiencing not only a global health emergency but also extreme psychological stress with potential emotional side effects such as sadness, grief, irritability and mood swings. Crucially, lockdown and confinement measures isolate people who become the first and the only ones in charge of their o...
There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challeng...
This chapter explores sensory perceptions, cognitive mix-ups and slips of actions associated with augmented reality (AR) technologies, such as in location-based AR games. The research on Game Transfer Phenomena (GTP) has demonstrated that playing video games in AR and non-AR can induce sensory perceptions, manifesting as seeing images overlaying ph...
Sensory and cognitive intrusions with videogame content have been reported in research on Game Transfer Phenomena (GTP), and those with severe levels of GTP (i.e., frequently/several types) are more likely to have mental disorders, used drugs, and show distress/dysfunction. This paper aims to extend previous findings on 2,281 gamers and examine the...
Objectives
Examine the effects of playing Pokémon Go among those who experienced Game Transfer Phenomena (GTP) (e.g., hallucinations (e.g., sounds, images), cognitive/perceptual distortions, and involuntary behaviours with video game content) and have Problematic Smartphone Use (PSU).
Background and aim
The investigation of the psychopathology of...
“Mnemosyne” is an Immersive Virtual Reality (VR) application designed to increase memory recall. The application simulates the processes of the ancient mnemonic “the Method of Loci” (MOL), also referred to as the “Memory Palace” technique. The application allows users to create personalised Memory Palaces by navigating and storing “memory cubes” in...
Gamers have reported that their gaming experiences are pervasive and manifest even when they are not playing, re-experiencing sensorial perceptions (e.g., seeing images, hearing sounds, voices, tactile sensations), automatic responses toward game-related cues, urges to performed activities as in the game, etc. This paper proposes applying the GTP f...
Gamers have reported that their gaming experiences are pervasive and manifest even when they are not playing, re-experiencing sensorial perceptions (e.g., seeing images, hearing sounds, voices, tactile sensations), automatic responses toward game-related cues, urges to performed activities as in the game, etc. This paper proposes applying the Game...
There is a long history of using videogames in a therapeutic capacity including rehabilitation for
stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy
sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and
individuals looking to overcome real-life challeng...
Research on Game Transfer Phenomena (GTP) has demonstrated that playing video games can lead to re-experiencing images, sounds, tactile sensations, spontaneous thoughts and actions, sometimes triggered by physical objects/events associated with the game. Location-based augmented reality games posit interesting questions regarding GTP, particularly...
Studies on Game Transfer Phenomena (GTP) have demonstrated that experiencing altered sensorial perceptions, automatic thoughts and behaviours after playing video games are relatively common phenomena. The aim of this paper is twofold: (i) to validate the Turkish version of the GTP scale (GTPS), and (ii) to examine the prevalence and the relation be...
The video game Pokémon Go (PG), places images of virtual creatures in the physical world through augmented reality. Research on Game Transfer Phenomena (GTP) has demonstrated that playing video games can lead to seeing images, hearing sounds, tactile sensations, automatic thoughts and behaviours after playing. The aim of the study was to investigat...
Introduction
Failures in cognitive and behavioural inhibition are the core of mental disorders, but they are also part of everyday life. Research on Game Transfer Phenomena (GTP) has shown that images, sounds and thoughts from the game manifest, and involuntary actions toward game-related cues are performed, after playing. GTP is generally not asso...
This paper aims to discuss hallucinatory-like experiences, sensations of unreality and delusions associated with playing video games in terms of the impact on gamers’ lives and the consequences of portrayal of these phenomena in the media. How do gamers negotiate the challenges posited by perceiving the real world tinted with colours of the virtual...
The rewarding nature of video game playing can be observed through transfers in space, inducing not only temporary visual, auditory, or kinesthetic sensations while playing, but resulting in sensorial imprints that can suddenly occur after playing. In studies conducted with over 3500 participants, gamers have reported involuntary phenomena related...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2281 gamers' participated in an online survey. The majority of gamers experienced a mild level of GTP...
Unwanted visual intrusions are characteristic of Post-Traumatic Stress Disorder (American Psychiatric Association, 2013). One innovative intervention for inhibiting unwanted intrusions is playing the Tetris videogame, described as a “cognitive vaccine” in preventing intrusions after traumatic events (Holmes et al., 2009). Playing Tetris consumes he...
An increasing number of studies have examined the effects of video game contents (e.g. violence) or excessive playing (e.g. addiction). Recently, a multimodal and holistic framework was developed, the Game Transfer Phenomena (GTP) framework. It investigates the relation between in-game elements (e.g. structural characteristics, in-game phenomena) i...
Previous qualitative and quantitative studies examining Game Transfer Phenomena (GTP) have demonstrated that GTP experiences are common. These studies have shown that many gamers report altered perceptions, involuntary thoughts and behaviors after playing video games (e.g., pseudo-hallucinatory experiences, automatic motor activations, etc.). Howev...
The imminent introduction of highly immersive technologies for entertainment that bring exciting possibilities for the users also raises important questions regarding the impact on their well-being. Game Transfer Phenomena (GTP), a research approach focusing on understanding the psychosocial effects of video game playing by examining non-volitional...
This study investigated gamers’ auditory experiences as after effects of playing. This was done by classifying, quantifying, and analysing 192 experiences from 155 gamers collected from online videogame forums. The gamers’ experiences were classified as: (i) involuntary auditory imagery (e.g., hearing the music, sounds or voices from the game), (ii...
Although online data collection has become increasingly common for social scientists working in the eld of gaming studies, two of the least used methods in online gam- ing research are the collection of data from (i) online forums and (ii) solicited online diary blogs. is paper overviews these two innovative data collection methods and examines bot...
Badania prowadzone przez internet na temat gier online i ich użytkowników stają się coraz bardziej powszechne. Jednak naukowcy nadal rzadko wykorzystują dwa sposoby zbierania wyników, tj. (i) fora internetowe oraz (ii) prywatne blogi. Celem artykułu jest omówienie tych dwóch, niezbyt powszechnie znanych, metod zbierania danych i analiza zarówno zal...
Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings. A total of 1,022 self-reports from 762 gamers collected from online videogame forums were classi...
This study investigated gamers' auditory experiences as after effects of playing. This was done by classifying, quantifying, and analysing 192 experiences from 155 gamers collected from online videogame forums. The gamers' experiences were classified as: (i) involuntary auditory imagery (e.g., hearing the music, sounds or voices from the game), (ii...
The aim of this study was to identify, classify, and explain gamers’ perceptual experiences referred to as Visual Game Transfer Phenomena (VGTP), to contribute to the understanding of the effects of post-video game playing, and encourage healthy and safe gaming. A total of 656 experiences from 483 gamers were collected from 54 online gaming forums....
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Trans...
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Trans...
The study of Game Transfer Phenomena is in its infancy. GTP have beenconceptualized as a new area of research into video games’ effects.Research into GTP attempts to understand how video game experiencesare transferred to the real world and the consequential psychosocial,cognitive and physiological effects by exploring players’ mental processes, se...
There is a long history of using videogames in a therapeutic capacity, including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, and autistic children. This chapter briefly examines a number of areas...
Game Transfer Phenomena (GTP) comprise the transfer of
videogame experiences into the real world. These experiences
can be triggered by the association between real life stimuli and
video game elements, resulting in the subsequent alteration of
mental processes, sensory perception, impulses or reflexes, automatic
behaviors, and/or players’ actions...
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Trans...
Video game playing is a popular activity. This paper examines how video game players‟
experiences are transferred to the real world. This is what we describe as Game Transfer
Phenomena (GTP). GTP occurs when video game elements are associated with real life
elements triggering subsequent thoughts, alteration of sensory perceptions, impulses playe...
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Trans...
Interactive technology has bonded together human minds, effectively resulting in malleable, dynamic and permanent virtual communities. In Second Life (SL), how does immersion into parallel worlds impact the user emotionally, cognitively and behaviorally? In comparison to the less engaged user, the emotionally engaged are usually more disinhibited,...
Tesis (Lic. en Psicología)--UDEM.