Tyler Sample’s research while affiliated with MacEwan University and other places

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Publications (3)


Table 1 . Chi-squares and Percent Present of Selected HVDC Content Categories Coded for Game Type Content.
Table 2 . Descriptive Statistics and F-values for ESRB Dream Coding.
Table 3 . Descriptive Statistics and Chi-Squares or ANOVA's for Lucid/control Type Variables.
Table 4 . Correlations between HVDC sum scores and game in dream coding sums.
The Continuity versus Discontinuity Hypotheses: A Consideration of Issues for Coding Video Game Incorporation
  • Article
  • Full-text available

October 2011

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580 Reads

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11 Citations

International Journal of Dream Research

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Tyler Sample

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Gabe Mandel

p>In response to the discussion between Hobson and Shredl the history of our program of research for coding dreams of video game players both after playing a game and without such consideration was reviewed. While many of our studies are about response style in dreams resulting from game play, we also have considered incorporation issues. Some of our previous results seemed to favour the continuity hypothesis others favoured the discontinuity perspective. Two approaches to coding gamers’ dreams were considered and critiqued. Some of these problems were then taken up in a compilation of data from three previous research studies where games were played the day before a dream and dream information was gathered. The 182 dreams were categorized into three groups, no game incorporation, partial game incorporation, and full game incorporation (i.e., the dream is the game). Individual difference and game content variables were unrelated to incorporation into subsequent dreams. However, this classification of dreams did result in various content differences.</p

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Dream and Blog Content Analysis of a Long Term Diary of a Video Game Player With Obsessive Compulsive Disorder

May 2011

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136 Reads

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11 Citations

Dreaming

A case study of a young man who is an avid video game player and designer is the focus of this paper. His online Website offers over 800 dreams, of which over half were content analyzed using the Hall and Van de Castle system. Also available were daily blogs. Thus, several research questions could be addressed. Did the diary evidence consistency across time? Did the dreams evidence incorporation of activities discussed in the daily blogs from the day before the dream? Did this one individual's dream diary echo former research into the dreams of video game players? A final question was addressed because of the diagnosis of the diarist as having Obsessive Compulsive Disorder (OCD). Did the dreams of this young man echo previous research into dreams of OCD sufferers? The findings were that the diary was consistent across time and there was incorporation of some elements of the daily blog into subsequent dreams. Some aspects of his dreams echoed previous video game players' dream findings, like more dead and imaginary characters. Finally, the OCD analysis only partly replicated the previous research into the dreams of those with OCD. (PsycINFO Database Record (c) 2012 APA, all rights reserved)


Figure 1. Interactivity Fidelity Incorporation interaction on self-reports of game incorporation with number of words in the dream as covariate.  
Table 1 . Mirror's Edge Dream Content Analysis Scale Themes and Illustrative Content Categories
Table 4 . Varimax Rotated Factor Analysis on Waking and Dream Emotions From Dreamer and Judges as Well as Incorporation Estimates and the Three Independent Variables
Dream Incorporation of Video-Game Play as a Function of Interactivity and Fidelity

March 2011

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358 Reads

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27 Citations

Dreaming

Video-game play offers the opportunity to investigate the continuity hypothesis. Using interactive video games rather than passive films as a controlled manipulation allows for an engaging presleep experience. Several researchers have successfully used video games to investigate dream incorporation. In this study, interactivity and fidelity were the independent measures that manipulated immersion in a commercially available video game. Interactivity was either passive or active, whereas fidelity was high-screen resolution and stereophonic headset audio versus low. The highest dream incorporation in the high-fidelity–high-interactivity condition was expected. Incorporation was assessed by participant self-report and judges' evaluations. The independent variable of fidelity was especially strong in both the manipulation and the subsequent dream incorporation for self-report. Interactivity became the dominant variable when viewed from the judges' perspectives. The effects of demand characteristics and emotionality were also considered. (PsycINFO Database Record (c) 2012 APA, all rights reserved)

Citations (3)


... Hobson and Schredl (2011) try to explain these phenomena suggesting that dreaming is a preplay from early on (birth or before birth), speculating that these topics are hard-wired and encoded experiences. In addition, (Schredl 2012) hypothesised that while a person is watching or witnessing real life situations, TV, video games, for example, information processing done by mirror neurons in the waking state might reflect on the dreams' "discontinuous" elements (Gackenbach et al. 2011;Schredl 2012;Van den Bulck 2004). In general, we can point to the fact that there are no discontinuities at the level of emotions, given that the dreamer is one person with one set of emotions that influence mental processing, which is most evident in dreaming (Hartmann 2011a). ...

Reference:

Hearing impairment and nightmares: a theoretical insight
The Continuity versus Discontinuity Hypotheses: A Consideration of Issues for Coding Video Game Incorporation

International Journal of Dream Research

... This assumption of continuity has received quite consistent support from previous studies and its principal validity has been widely accepted: A larger number of elements from dreams are connected with waking-life experiences than would be expected by chance . To give some examples to illustrate what such a continuity between dream content and waking life can look like: Someone who spends a lot of time in nature will tend to dream about being in nature (Schredl & Hofmann, 2003); frequently engaging in sporting activities during the day will be reflected in the frequent occurrence of sporting activities or sports-related themes in dreams (Erlacher & Schredl, 2004), and the same is true for music activities (Vogelsang et al., 2016) and gaming (Gackenbach et al., 2011). ...

Dream Incorporation of Video-Game Play as a Function of Interactivity and Fidelity

Dreaming

... enbach, 2006), as well as higher levels of consciousness in sleep overall (Gackenbach, 2009), compared with nongamers. There is also some evidence that, like lucid dreamers, gamers may experience some nightmare protection (Gackenbach, Sample, Mandel, & Tomashewsky, 2011); however, subsequent research found the effect to be limited to narrow proportions of gamers and games. For example, Gackenbach, Darlington, Ferguson, and Boyes (2013) indicated this relationship only in "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" (p. ...

Dream and Blog Content Analysis of a Long Term Diary of a Video Game Player With Obsessive Compulsive Disorder

Dreaming