Conference PaperPDF Available

Prevalence and characteristics of Game Transfer Phenomena

Authors:
Methods
Sample:
2,362 gamers. Most were male (86.1%), hard-
core gamers (59.9%), students (46%). Nearly half
(46.1%) were aged between 18 and 22 years old
(with ages ranging from 18 to 54 years or older).
Participants resided in 78 different countries.
Material:
The survey included questions about socio-
demographics, playing habits and GTP
characteristics (e.g. circumstances, duration,
emotional appraisal, impact, associated
videogames, etc.).
The three modalities of GTP were investigated:
(i) Altered perceptions (visual, auditory, body),
(ii) automatic mental process and (iii) actions
and behaviours. The items were scored on a
Likert scale that assessed frequency.
Altered visual perceptions
77% Visualized/seen VG images with closed eyes
46% Misperceived RL objects as those in the game
36% Seen distorted environments and/or objects
31% Seen VG images with open eyes
74%Heard the music from a VG IRL
65%Heard a sound from a VG IRL
65% Misinterpreted sounds IRL as those from the VG
46%Heard acharacter’s voice from a VG IRL
58% Sang, shouted or said something from a VG IRL
unintentionally
49% Unintentionally acted differently IRL because of
something experienced in a VG
44% Reflex body reaction associated with a VG
40% Acted out a behaviour/activity influenced by a VG
Results
97% had experienced GTP, most had experienced GTP more than once (95%) and reported 6 to 10
different types of GTP (29%).
GTP characteristics
Most GTP were short-lived (second 59%or
minutes 27%).
Most occurred after playing (directly after
playing 42%, hours after 47%).
Occurred recurrently (66%), and usually while
doing day-to-day activities (62%).
Occurred in a large variety of games. Most
prevalent were role-playing (53%) and
adventure games (54%).
47%had no special feelings about their GTP,
26%had pleasant feelings, 21% wanted that
GTP re-occurred, and 14% have felt confused.
20% had been distressed or experienced
dysfunction due to GTP.
13% were under the influence of a substance
(medicine, alcohol or drugs) when GTP
occurred.
Automatic mental processes
Altered body perceptions Actions and behaviours
Altered auditory perceptions
75% Thinking about using something from a VG IRL
72% Wanted/felt the urge to do something IRL after
seeing something that reminded of a VG
63% Still being in the mind-set of a VG
43% Mixed up VG events with actual RL events
51% Bodily sensations of movement as in a VG
49% Perceived time and/or body differently
41% Tactile touch sensation associated with a VG
29% Felt as though the mind has disconnected from
the body
Prevalence and characteristics of Game Transfer Phenomena
Angelica B. Ortiz de Gortari & Mark D. Griffiths
Conclusions & implications
The present study highlights the pervasiveness
of video game content in gamers’ lives.
The findings show a variety of non-volitional
phenomena manifesting endogenous or
exogenous, self-generated or non-self
generated: Intrusive thoughts, imagery,
afterimages, hallucinations, misperceptions,
motor activations, verbal outbursts, slips of
action and impulses.
The study showed the brain’s enormous
capacity to adapt and establish associations
between stimuli, but the findings also suggest
cognitive control failures when thoughts, urges,
images, or sounds arose while the gamers
were engaged in tasks not related to the game,
as well as failures in control inhibition when
gamers involuntarily performed behaviours as
in the game.
GTP have mostly been appraised as something
positive but one in five have experienced
distress or dysfunction.
The effects of priming and neural adaptations
manifest in day-to-day context derived from
playing video games should be investigated
further, particularly assessing the implications
of the prevalence of GTP experiences for
certain periods of times.
Limitations
The study was exploratory, cross-sectional and
based on self-reports from a self-selected
sample. Those that recognized GTP may be the
ones that participated in the survey, which may
explain the high prevalence of GTP.
Background
Previous qualitative studies suggest that gamers
experience Game Transfer Phenomena (GTP), a
variety of non-volitional phenomena related to
playing video games including spontaneous
thoughts, urges, images, sounds and involuntary
motoric movements when not playing.
Aim
To investigate which types of GTP were more
common and their general characteristics.
GAMETRANSFERPHENOMENA.COM
87%85%85%
78%
73%
65
70
75
80
85
90
GTP modalities/sub-modalities
... Since Holmes et al.'s (2009) study, other studies have used Tetris to inhibit intrusive imagery (Holmes et al., 2010; Skorka-Brown et al., 2014 James et al., 2015a,b). However, these have not assessed the role of videogame content after playing in relation to Game Gortari and Griffiths, 2015b). Other studies have experimentally induced videogame-related visualizations at sleep onset (Stickgold et al., 2000; Wamsley et al., 2010; Kusse et al., 2012). ...
... GTP may potentially strengthen effects of interference tasks but should be used cautiously, because videogame content not only targets unwanted intrusions, but also influences individual cognitions, perceptions, and behaviors in day-to-day contexts (e.g., attention bias, lack of task awareness, control inhibition failures) (Ortiz de Gortari and Griffiths, 2015a). Moreover, distress and dysfunction have been reported with GTP (Ortiz de Gortari and Griffiths, 2015b). Further, research needs conducting to identify: (i) videogames that are most effective, (ii) playing duration, (iii) factors that reduce intervention efficacy and strategies to control them, and (iv) individuals that may benefit the most from such intervention. ...
Article
Full-text available
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 heavy visuospatial working memory resources that potentially compete with cognitive resources required for elaboration of visual imagery. Since Holmes et al.'s (2009) study, other studies have used Tetris to inhibit intrusive imagery (Holmes et al., 2010; Skorka-Brown et al., 2014, 2015; James et al., 2015a,b). However, these have not assessed the role of videogame content after playing in relation to Game Transfer Phenomena (GTP) (Ortiz de Gortari and Griffiths, 2014a,b,c, 2015a,b). GTP research has investigated non-volitional experiences (e.g., altered sensorial perceptions and automatic mental processes/behaviors) mostly experienced after gaming. Gamers often report sensorial (visual/auditory) intrusions after playing (e.g., visual and auditory imagery, hallucinations) (Ortiz de Gortari et al., 2011; Ortiz de Gortari and Griffiths, 2014a,b). In a survey of 2362 gamers, most (77%) had visualized images from a variety of videogames (including tile-puzzle games) with closed-eyes, and one-third (31%) had visualized images with open-eyes (Ortiz de Gortari and Griffiths, 2015b). Other studies have experimentally induced videogame-related visualizations at sleep onset (Stickgold et al., 2000; Wamsley et al., 2010; Kusse et al., 2012). James et al. (2015a,b) study was the first to make explicit reference to GTP (referred to as the “Tetris effect” [TE]). Ortiz de Gortari and Griffiths (2012) argued the TE term is misleading as it suggests repetition is the core of transfer effects. However, other factors are involved. Research concerning GTP makes the distinction between sensorial modalities facilitating the assessment of non-volitional phenomena with videogame content that occur along the continuum from mild to severe (Ortiz de Gortari and Griffiths, under review). Moreover, the descriptive constructs of GTP are empirically based on analysis of 3500 + gamers and have been examined via confirmatory factor analysis demonstrating good reliability and validity (Ortiz de Gortari et al., 2015). James et al. (2015a,b) tested if playing Tetris offered a protective mechanism against re-experiencing traumatic events. Healthy participants (n = 56) were randomly assigned to either playing Tetris for 11 min, or doing nothing before exposure to a 12-min traumatic film. Image-base memories about the film were then registered in a 1-week dairy. However, playing Tetris as a proactive interference task before watching the film did not show significant results. James and colleagues offered different explanations including: (i) duration of the task in relation to film length, (ii) temporal contingencies between the tasks, (iii) differences between the task types, (iv) videogame types used, and (v) reactivation of gameplay during the film for aided interference. These explanations are discussed in relation to GTP literature.
ResearchGate has not been able to resolve any references for this publication.