Video
Game Play and the Development of Consciousness
Jayne
Gackenbach & Joan Preston
Athabasca
University Brock University
In previous research, Gackenbach (1991) argued that a
naturally occurring "virtual" reality (i.e., lucid dreaming) is a
bridge to the experience of higher states of consciousness. Lucid dreaming,
awareness of dreaming while still in the dream state, is a preliminary indicate
of the development of higher states of consciousness; therefore understanding
its nature, development, context as well as access issues is important.
It has been pointed out that, based on the cognitive
science (mental model) understanding of our sense of self in the world, our
perception of reality is a construction, a best guess. Lucid dreaming is another such construction
with a different set of input variables than those experienced while awake.
Virtual reality (VR), and especially full immersive VR, potentially offers
practice in maneuvering around in, as well as being in, "artificial"
or perhaps "alternative" realities and is discussed in the VR
literature as telepresence. It may well be that such VR practice would
translate into more accurate state recognition in dreams (i.e., an increase in
lucid dreams). One of the areas where we see such extensive practice is in
video game playing which may be associated with an increase in lucid dreaming
frequency and related states of consciousness.
There are other lines of evidence
which further support this hypothesis such as research on the relationship
between performance on such games and intelligence. Jackson, Vernon, and
Jackson (1993) explored performance of computer game-like measures of dynamic
spatial ability, which assess judgments about moving visual displays. These are
linked to measures of reaction time and speed of mental processing, which in
turn are thought to be linked with general measures of intellectual ability.
The major work in the area is being done by Greenfield and associates and is
summarized in "Volume 11 of Advances in Applied Developmental Psychology:
Interacting with Video." The conclusion is that video game play increases
choice reaction time performance, spatial skills, scientific problem solving
skills, and intelligence (Greenfield & Cocking, 1996).
In research involving individuals who have developed
their individual consciousness beyond what most of us experience (i.e., by the
regular and long term practice of meditation), a choice reaction time task was
used to determine if these people had higher general intelligence. Other
studies have shown that those who have these sophisticated spatial skills with
high choice reaction time are more intelligent in a global sense. This body of
work has shown that those with developed individual consciousness show higher
levels of what is called EEG coherence and that such EEG coherence surges, and
the associated higher states of consciousness, have also been found to be
associated with higher performance on spatial intelligence tests like the
Raven's Progressive Matrices test and choice reaction time correlates to such
performance as well (Cranson, Orme-Johnson, Gackenbach, Dillbeck, Jones, &
Alexander, 1991).
A more direct test of the proposed relationship was
undertaken by Glicksohn and Avnon (1997). They examined whether virtual reality
exposure via video game playing was related to consciousness by examining
individual difference variables such as absorption. They found no relationship
to video game play because they noted the game they chose was violent and
"tended to 'turn off' the focus" for their subjects subjective
experiences. Preston (in press) reviewed the research on absorption and VR
immersion. She concludes:
High absorbers evaluate information in a distinct
way that links it to Self. This strongly implies that, regarding vision,
audition, touch and balance, information to more modalities increases
absorption. Multimodal stimulation creates a greater sense of presence in
immersive VR. Immersive VR has the potential to offer low absorbers access to
altered states of consciousness like those which high absorbers experience and
also has the potential to offer to us all access to a higher level of
consciousness.
Method
A questionnaire with these instructions was posted to 56
usenet groups focusing on video game play, four usenet groups focusing on
dreams and about 10 usenet groups with teen in the title but not erotic. The
ones selected for the video game group were discussion groups and well know
video game groups. Additionally the questionnaire was sent to former students and
colleagues of Gackenbach who might be interested in the topic. The instructions
were:
I am currently writing a chapter for an edited book on the
psychology of the internet. In this chapter I am theorizing about the potential
relationship between virtual reality experiences of varying degrees of
immersion and the development of higher states of consciousness. I would like
your cooperation with a preliminary research study examining the relationship
between video game playing and a variety of experiences of altered states of
consciousness especially lucid dreaming. Please fill out the questionnaire
below and e-mail it to Dr. Jayne Gackenbach at
jgackenb@gpu.srv.ualberta.ca. I will send you a brief essay summarizing what
I think the nature of the relationship is by return e-mail. There are three
components to this questionnaire. In the first part I ask you some basic
demographic information while the second part has a variety of questions
regarding your video game playing history/experiences. The last part of the
questionnaire regards your dream and related altered states of consciousness
history and experiences. All information will be kept confidential with no
specific names or identities mentioned. Please pass this along to anyone who
you think might be interested in participating in the study.
In the first section of
the questionnaire demographic information was gathered including sex,
age, relationship status, number of children, education, occupation, and
primary ethnic background. Part 2 had 10 questions regarding video game habits
and preferences including, frequency of play, length of play session, favorite
games, setting of play, who play with, number of games played, age of first
video game play and peak age of play. The third part of the questionnaire had
six questions and was called "Dream and Related Phenomena
Habits/Experiences". Here respondents were asked about their dream recall,
dream diary history, interest in and experience with prayer and meditation and
importance of religion/spirituality. The final part of the questionnaire
solicited information on four sleep (lucid dreaming, nightmares, night terrors,
and archetypal dreams) and three waking experiences (out-of-the-body
experiences, mystical experiences, and precognitive experiences). Specifically
the total number of such experiences in the last year, age of first experience
and example of an experience were asked for.
A couple of months later a slightly elaborated version of
this questionnaire was then placed on the internet as a form. An announcement
of this online form was posted to 358 newsgroups where the title of the group
implied that there was a focus on computers/video games or
religion/spirituality. In this new version questions regarding dizziness were
added. Specifically subjects were asked, "Which of the following symptoms
of apparent motion have you ever experienced while playing video games? If you
don't know or don't recall leave that symptom blank." They were then asked
to check yes or no to Nausea; Stomach awareness; Increased salivation;
Eyestrain; Difficulty focusing; Blurred vision; Headache; Dizziness and
Vertigo. These symptoms were selected from Kennedy, Lane Berbaum and
Lilienthal’s (1993) simulation sickness questionnaire.
_________________
Qnsert
Questionnaire
Descriptive
Statistics
Response to the first posting where an e-mail return of
the questionnaire was from 41 individuals another 50 people filled out the
online form as of late April 1998. The majority were men (69%) with an average
age between 30 and 39. However ages ranged widely with 5% less than 16 and
another 9% over 60. As many of these participants were as likely to be married
as single with about 1/3 having no children. They were well educated with
almost 40% having college degrees or higher.
In a subsample of the first 30 respondents, they
mentioned 75 different games as one of their top five favorite games. Fifteen
games were mentioned more than once and of those mentioned more than once 44%
were violent in nature (i.e., Command and Conquer) with another 31% being classified as strategy
games (i.e., Myth). The next frequent category was role playing (16%; i.e.,
Diablo) and the last 9% were adventure (i.e., Myst). It is important to keep in
mind that some violent games have a big strategy component (i.e., Warcraft). So
for instance if Warcraft and Command and Conquer were removed from the violent
list and place on the strategy list then the percentages would change such that
violent games would constitute 31% of games mentioned more than once while
strategy games would constitute 44% of games mentioned more than once. The
point being that a variety of skills and emotional reactions are needed for and
created by many of these games.
Factor
Analyses
Twelve continuous video game playing variables were
identified as available from all questionnaires and 11 development of
consciousness variables. The video game variables are:
play days/week = Part II, items 1, 2 and 3
condensed
length play session = Part II, item 4
play with = Part II, item 7
# of games played = Part II, item 8
first game age = Part II, item 9
peak game age = Part II, item 10
total years played = present age minus age
first played
sum of dizziness variables = Nausea +
Stomach awareness + Increased salivation + Eyestrain + Difficulty focusing +
Blurred vision + Headache + Dizziness + Vertigo
nausea sum = nausea + stomach awareness +
increased salivation
ocular sum = eyestrain + difficulty
focusing + blurred vision + headache
disorientation sum = nausea + dizziness +
vertigo + difficulty focusing + blurred vision
The development of
consciousness variables were:
dreams/month = Part III, item 1
prayer = Part III, item 4
meditation = Part III, item 5
religion import = Part III, item 6
lucid dream freq = sleep experience 1
nightmare freq = sleep experience 2
night terror freq = sleep experience 3
archetypal freq = sleep experience 4
OBE freq = wake experience 1
mystical freq = wake experience 2
precognition freq = wake experience 3
All factor analyses were Varimax rotations. The first
factor analysis looked all of the above variables, except the dizziness ones,
for all subjects. It can be seen below:
____________________________
Insert
All Subjects Factor Analysis
Of the seven factors which loaded four involved a mixture
of video game and consciousness variables, 2, 5, 6, and 7. Since our focus is
the relationship between these sets of variables all discussions will focus
only on factors where there is some representation of both types of variables.
In factor 2, a lack of mystical experiences was associated with frequent play
per week, a lot of types of games played and longer years playing as well as
starting and peaking young. For factor
5, playing frequently during the week was associated with low dream recall, use
of prayer and low archetypal dreams. Factor 6 showed a relationship between few
dreams recalled per month and playing with friends. For factor 7, long play
sessions and lots of games played were associated with meditation and mystical
frequency. This factor analysis showed mixed support for the major hypothesis
that video game playing will be associated with experiences indicative of the
development of consciousness.
Since respondents included people who were frequent as
well as infrequent video game players it was thought that it might be useful to
separate these two groups and look at the factor structure for each type of
respondent. The players reported playing one or more times a week while the
nonplayers reported play from a few times a month to a few times a year. The
same factor analysis as described above was then calculated on the 63 players.
________________________
Insert
Players Factor Analysis
It can be seen that three of the six factors loaded above
criteria. In factor 1 starting and peaking later was associated with fewer
years of play, low dream recall and more mystical experiences. In factor 3,
mystical experience again loaded with a variety of video game variables
including playing freq during the week, long play sessions, trying a many
games, starting young, and playing a long time. These two factors generally
support the proposed relationship between video game play and development of
consciousness. The last factor to load both types of variables was factor 6. In
it playing with others loaded with low dream recall and the use of prayer. This
factor seems to more represent a social factor.
The 27 nonplayers were then factor analyzed as per the
above and all five factors which loaded included variables from video game as
well as consciousness groups.
___________________________
Insert
Nonplayers Factor Analysis
It can be seen that all but one of the four factors
loaded both types of variables in this limited version of the factor analysis
on nonplayers. Fewer variables were loaded because there were only 27
nonplayers. In factor 1, long play sessions, trying many games, starting and
peaking young and long play over the years were associated with less of
mystical and precognitive experiences. In factor 3, not playing often was
associated with playing with others, trying different games, night terrors and
archetypal dreams. The last factor showed an association between length of play
session as well as high lucid dreaming frequency and OBE's frequency but lower
precognitive frequency.
In the next two factor analyses the role of dizziness was
investigated. This information was available only for those subjects who filled
out the questionnaire online and further based on the distinction between
players and nonplayers in the entire sample thought most relevant for the
players (n=37). The first factor analysis using only players who filled out the
questionnaire online used a sum of dizziness items along with all the rest
mentioned above.
__________________________________________________
Insert
Factor Analysis: Players from online with Sum Dizziness
It can be see in this factor analysis that the first four
factors had variables which loaded from both domains, video game and
consciousness. In factor 1, dizziness was associated with lucid dreaming and a
lack of dream recall as well as later starting and peaking game play and
shorter play in years. That is, dizziness is related to internal control
variables. But a negative component associated with game play was found in factor
4. Dizziness loaded with night terrors as well as playing with others and
prayer. Here dizziness is linked to external control variables. Factors 2 and 3
showed a positive association along the hypothesized lines. Factor 2 loaded
longer play sessions with dream recall, lucid dreaming, archetypal dreaming,
OBE's and precognitive experiences. On the third factor, days per week playing,
length of play session, number of types of games tried, starting young and
years playing was associated with lucid dreaming frequency and a lack of night
terrors.
To further partial out this dizziness variable a final
factor analysis was calculated where three subscales of dizziness were
calculated based on Kennedy et al’s three factors of simulation symptoms
(nausea, ocular, and disorientation).
__________________________________________
Insert
Factor Analysis: Players 3 Dizziness Variables
Factors 1, 2 and 3 were essentially dream, symptom and
game factors. On factor 4, nausea was associated with nightmare, night terror
and mystical frequency, as well as playing with others and negatively related
to number of games played. On factor 5, nausea was positively related to lucid
dream frequency and to several game variables (play per week, length of play
sessions and number of games played). As in the previous factor analysis,
internal and external control variables load on separate factors.
Twenty years ago, Siegel speculated that dizziness is a
form of play behaviour where we seek to alter our state of consciousness. Although
it tends to have negative connotations or consequences, dizziness may be
experienced as a positive condition. When it is not accompanied by sickness
symptoms, dizziness may include sensations of floating and euphoria. In the two
factor analyses involving dizziness, both the positive (lucid dreaming link)
and negative (night terrors link) aspects of dizziness and nausea were
observed. The positive state is associated with indices of internal control
while the negative is related to external control. The findings are consistent
with related research, e.g. Preston and her students have shown that high
absorbers report more nausea but have fewer post-test decrements for balance
and spatial tests; field independence and spatial abilities are related to lucid
dreams (Gackenbach & Bosveld, 1989; Gackenbach, Heilman, Boyt, &
LaBerge, 1985).
Preliminary factor analysis of self-report data gathered
on the internet supports the hypothesized relationship between video game
playing and some experiences indicative of the development of consciousness.
This does not imply that simply playing video games will result in an expanded
consciousness in some developmentally superior way. However, we must wonder if
that activity will function as a cultural amplifier affecting these children's
experiences of such states of being. It may be that another way the
technological matrix, sometimes discussed as global brain, will interact in
deeply profound ways with the wet brain matrix will be in the wiring of neural
networks to create new and unknown outcomes.
References
Cranson, R. W., Orme-Johnson, D.,
Gackenbach, J., Dillbeck, M. C., Jones, C. H. & Alexander, C. (1991).
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Gackenbach, J. I. & Bosveld, J. (1989). Control your
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Gackenbach, J. I., Heilman, N, Boyt, S & LaBerge, S.
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