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Video Game Play as Nightmare Protection: A Replication and Extension

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Abstract

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. (PsycINFO Database Record (c) 2013 APA, all rights reserved)
Video Game Play as Nightmare Protection:
A Replication and Extension
Jayne Gackenbach, Mycah Darlington, Mary-Lynn Ferguson, and Arielle Boyes
Grant MacEwan University
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.
Keywords: nightmares, video games, trauma, sex differences, dreams
Supplemental materials: http://dx.doi.org/10.1037/a0032455.supp
In previous research, we postulated that video game play may act as a
protection against nightmares. This idea was based on the concept that defensive
rehearsal in at least combat-centric video game play, if done repeatedly over a long
period of time, would result in well-learned defensive responses. These responses
would generalize to other altered realities, in this case, dreams. This process is
similar to the imagery rehearsal technique for treating nightmares (Krakow &
Zadra, 2006). Other lines of support include the numbing toward violence
associated with serious combat-centric game play (Barlett, Anderson, & Swing,
2009) and Holmes, James, Kilford, and Deeprose’s (2010) argument that, for 6
hours posttrauma, engaging in a visuospatial cognitive task “will interfere with
visual flashback memory consolidation, and reduce later flashbacks” (p. 2). Video
Jayne Gackenbach, Mycah Darlington, Mary-Lynn Ferguson, and Arielle Boyes, Department of
Psychology, Grant MacEwan University, Edmonton, Canada.
Correspondence concerning this article should be addressed to Jayne Gackenbach, Department of
Psychology, Grant MacEwan College, Room 6-323H, 10700-104 Avenue, Edmonton, AB, T5J 4S2,
Canada. E-mail: gackenbachj@macewan.ca
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
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Dreaming © 2013 American Psychological Association
2013, Vol. 23, No. 2, 97–111 1053-0797/13/$12.00 DOI: 10.1037/a0032455
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... Gackenbach et al. (Flockhart & Gackenbach, 2017;Gackenbach, Darlington, Ferguson, & Boyes, 2013;Gackenbach, Ellerman, & Hall, 2011) proposed that these male gamers developed adaptive dream strategies for processing violent game play. The authors subsequently proposed a "nightmare protection hypothesis" (Boyes & Gackenbach, 2016), which suggests that exposure to threatening or scary images (as in combat-centric video game play or more benignly in IRT) may allow individuals to develop defensive control over violent/frightening imagery that can then act as a form of nightmare protection (Flockhart & Gackenbach, 2017;Gackenbach et al., 2011Gackenbach et al., , 2013. ...
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