Beena Kuruvilla’s research while affiliated with Idaho State University and other places

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Publications (7)


Gamer Links to Dream Bizarreness and Lucidity: A Failure to Replicate
  • Article
  • Full-text available

April 2014

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224 Reads

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6 Citations

International Journal of Dream Research

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Beena Kuruvilla

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M.-L. Ferguson

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[...]

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Mycah Darlington

Two studies examined the relationship between measures of video game play, dream bizarreness and dream type, with a conceptual emphasis on dream lucidity. The varimax rotated factor analyses with some variables of each type replicated across studies, showing no association between gaming, dream bizarreness and dream lucidity. Of additional interest is that the oft claimed association between dream bizarreness with lucidity was also not supported with one analysis showing a negative association. This may call into question methods of lucid dream induction that recommend attention to oddities while awake as practice to notice oddities in dreams as a way to get lucid in sleep.

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Cognitive Structure Associated With the Lucid Features of Gamers Dreams

December 2013

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756 Reads

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12 Citations

Dreaming

In a follow-up from Gackenbach and Kuruvilla (2008a), data analysis was undertaken examining the metacognitive qualities of video game players dreams associated with lucidity. Kahan and LaBerge’s (1994) Metacognitive, Affective, Cognitive Experience Questionnaire (MACE) responses were examined in a principle component factor analysis. Several factors loaded dream type and gaming variables along with items from the MACE. It was concluded that gaming may be associated with dream lucidity because of the enhanced problem-solving quality of gamer’s dreams. (PsycINFO Database Record (c) 2014 APA, all rights reserved)


Video game play: Waking and dreaming consciousness

December 2012

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213 Reads

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15 Citations

Hard-core video game players have developed a culture of their own, which has become large and potentially influential in today's society. While much of the research and media attention into the effects of gaming have focused on the negative consequences, there are also numerous positive effects, including those on various aspects of consciousness. The focus of this chapter is an exploration of various states of consciousness, including dreams, through interviews of 27 hard-core college student gamers. Video game play is found indeed to affect dreams, though there are still more similarities to than differences from the dream norms. The differences may be significant in their implications for the relationship between waking conscious experience of video game play and dreams.


Dreams and Video Game Play

January 2011

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2,746 Reads

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9 Citations

In a series of studies Gackenbach and colleagues have been investigating the relationship between video game play and dreams. Three lines of inquiry have been pursued, cognitive factors, emotional content and bizarreness in dreams associated with video game play. The question across studies being does hard core video game play change these fundamental qualities of dreams in the player? It has been found that gamers report more lucid/control type dreams, higher dream bizarreness and unusual reactions to nightmares. These findings are summarized in this chapter.


Video Game Play and Dream Bizarreness

December 2009

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124 Reads

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26 Citations

Dreaming

In a series of studies, J. Gackenbach has been mapping the effects of heavy video game play on consciousness, including dreaming. The reason that gamers are being investigated is that they represent a group of people who are engaging in the most immersive media experience widely available today. With its audio and visual interactive nature as well as the long hours often required to master a game, they are an opportune group to study media effects upon consciousness. In this study, the focus was on dream bizarreness. Dream bizarreness has been variously thought to be the differentiator between waking and dreaming thought, an indication of creativity, and most recently, as a model for solving the binding problem in consciousness. Using A. Revonsuo’s and C. Salmivalli’s scale for dream content analysis, it was found that high-end gamers evidenced more bizarre dreams than did low-end gamers in two of three types of bizarreness categories. (PsycINFO Database Record (c) 2012 APA, all rights reserved)


Figure 1. Gamer Type ϫ Bizarreness Type ANCOVA with sex of subject as covariate. 
Table 1 . Gamer Group Differences in Day Before the Dream Media Use, Controlled for Sex of Subject
Figure 2. Gamer Type ϫ Incongruous Bizarreness Elements ANCOVA with sex of subject as covariate. 
Figure 3. Gamer Type ϫ Vagueness Bizarreness Elements ANCOVA with sex of subject as covariate. 
The Relationship Between Video Game Play and Threat Simulation Dreams

December 2008

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594 Reads

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46 Citations

Dreaming

Revonsuo proposes an evolutionary theory of dreaming in which dreams allow an individual to prepare for real world threats in the safety of the virtual setting of the dream world. Based upon previous work examining the dreams of video game players, it was hypothesized that high-end gamers would experience fewer threat simulation dreams because of frequent threat resolution rehearsal during game play. Subjects were asked to report a night before dream and fill out surveys regarding their gaming history, media use, and dream experiences. Using a factor analysis, support for the main hypothesis was found. Individuals with a history of game play experienced fewer threat severity variables in their dreams. (PsycINFO Database Record (c) 2012 APA, all rights reserved)


Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis

September 2008

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21 Reads

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14 Citations

Eludamos Journal for Computer Game Culture

Recent dreams were collected over a year’s period from college undergraduates. In addition to providing self-evaluations of the dreams, participants were also asked to answer a variety of media use questions. These were both in terms of their media use the day before the dream and in terms of their historical media use with the most interactive and absorbing media available today, video games. High-end gamers’ dreams were content-analyzed using the Hall and Van de Castle system. These were compared to dreams from a similar population that were collected by interview but were not necessarily recent. There was some replication and some differences in these two different dream samples from individuals with the same gamer history. The second analysis examined day before electronic media use more specifically by loading all the gamer history and media use information with two types of dream variables: sum scores from the Hall and Van de Castle scale and self-evaluations of the dream. Seven of nine factors loaded some combination of media and dream content. This study further supports the idea that general electronic media use and game play in particular are affecting how we process and store information by demonstrating changes at the source of such processes, in dreams.

Citations (7)


... For instance, one representative survey found that more than half of Canadians report that checking their smartphones is the last thing they do before going to sleep [29]. There is also a growing body of evidence suggesting that virtual experiences during our waking life (e.g., video game play; [30]) infiltrate our dreams, aligning with the continuity hypothesis of dreaming, which posits that our dreams embody and reflect our waking concerns and experiences [31][32][33]. ...

Reference:

Impact of Pre-Sleep Visual Media Exposure on Dreams: A Scoping Review
Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis
  • Citing Article
  • September 2008

Eludamos Journal for Computer Game Culture

... In support of this gaming in a dream interpretation was a finding from another of our studies. Specifically, among hard core gamers, lucid dreaming was associated with video game content in the dream as well as control of the dream (Gackenbach et al., 2009). In this case we do not have information about whether or not there is game content in the dream beyond reading the dreams as indicated in the two examples just given. ...

Video game play: Waking and dreaming consciousness

... Especially field independence, the ability to use body references to place oneself in a visual field, has been repeatedly associated with the ability of LD (Gackenbach, Heilman, Boyt, & LaBerge, 1985;Galvin, 1990;Patrick, & Durndell, 2004;Stepansky et al., 1998;Wolpin, Marston, Randolph, & Clothies, 1992). On the other hand, two recent studies downplay the relationship between video game play and LD, showing miscellaneous results comparing the felt sense of presence in games versus dreams (Gackenbach & Rosie, 2011) and no association between gaming, dream bizarreness and dream lucidity (Gackenbach, Kuruvilla, Ferguson, Mathewson, & Darlington, 2014). In conclusion, some studies support Gackenbach's (2006) hypothesis that daytime exposure to virtual reality through electronic media is associated with nonverbal dream structure variables such as spatial skills and lucidity, whereas other studies have found no relationship. ...

Gamer Links to Dream Bizarreness and Lucidity: A Failure to Replicate

International Journal of Dream Research

... Past research has found that playing non-immersive video games can influence the dreams of the players, and that this influence can grow stronger the more immersed players feel in the game ( Van den Bulck, 2004;Gackenbach et al., 2010;Poels et al., 2015). Based on this research, it was not surprising that users reported dreaming about VR, or that their dreams had become more vivid. ...

Dreams and Video Game Play

... This has significant implications for therapeutic practices, philosophical inquiries into the nature of reality, and our understanding of the self. Lucid dreaming enriches the study of consciousness and invites a re-evaluation of what constitutes reality, offering a promising avenue for future research and contemplation (Gackenbach & Kuruvilla, 2013). ...

Cognitive Structure Associated With the Lucid Features of Gamers Dreams

Dreaming

... Another study found an association between the consumption of violent and sexual media before bedtime and the occurrence of violent and sexual dreams [39]. Moreover, playing video games has been shown to be associated with the incorporation of video game content into dreams [40], self-rated violence in dreams [41], and lucid dreaming [42]. Overall, social media use, especially engagement, has been linked to the prevalence of social media dreams [35,43]. ...

The Relationship Between Video Game Play and Threat Simulation Dreams

Dreaming

... Previous research has shown that media consumption such as video games is related to nightmares (e.g. Gackenbach, Kuruvilla & Dopko, 2009), whereas several studies show results in both directions: On the one hand, high-end video game players show decreased dream emotions and less violent acts (e.g. Gackenbach & Kuruvilla, 2008), but on the other hand, high-end video game players show increased violence in other studies (Gackenbach, Rosie, Bown & Sample, 2011). ...

Video Game Play and Dream Bizarreness

Dreaming