398 research outputs found
Auditory Experiences in Game Transfer Phenomena:
This study investigated gamers’ auditory experiences as after effects of playing. This was done by classifying, quantifying, and analysing 192 experiences from 155 gamers collected from online videogame forums. The gamers’ experiences were classified as: (i) auditory imagery (e.g., constantly hearing the music from the game), (ii) inner speech (e.g., completing phrases in the mind), (iii) auditory misperceptions (e.g., confusing real life sounds with videogame sounds), and (iv) multisensorial auditory experiences (e.g., hearing music while involuntary moving the fingers). Gamers heard auditory cues from the game in their heads, in their ears, but also coming from external sources. Occasionally, the vividness of the sound evoked thoughts and emotions that resulted in behaviours and copying strategies. The psychosocial implications of the gamers’ auditory experiences are discussed. This study contributes to the understanding of the effects of auditory features in videogames, and to the phenomenology of non-volitional experiences (e.g., auditory imagery, auditory hallucinations)
Commentary: Playing the computer game tetris prior to viewing traumatic film material and subsequent intrusive memories: examining proactive interference
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Game Transfer Phenomena in video game playing: a qualitative interview study
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games sometimes triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations
An empirical examination of factors associated with Game Transfer Phenomena severity
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2,362 gamers’ participated in an online survey. The majority of gamers experienced mild levels of GTP. The factors significantly associated with severe levels of GTP were: (i) being students, (ii) being aged 18 to 22, (iii) being professional gamers, (iv) playing videogames every day in sessions of 6 hours or more, (iv) playing to escape from the real world, (v) recalling dreams always or very often, (vi) having a sleep disorder, mental disorder or reported dysfunctional gaming, and (vii) having experienced distress or dysfunction due to GTP. In addition, having used drugs and experiencing flashbacks as side-effects of drug use were significantly less likely to be reported by those with mild levels of GTP. In general, the findings suggest that those with higher levels of GTP share characteristics with profiles of gamers with dysfunctional gaming (e.g., problematic and/or addictive gaming)
Prevalence and characteristics of game transfer phenomena: a descriptive survey study
Previous qualitative studies suggest that gamers experience Game Transfer Phenomena (GTP), a variety of non-volitional phenomena related to playing videogames including thoughts, urges, images, sounds when not playing. To investigate (i) which types of GTP were more common and (ii) their general characteristics, the present study surveyed a total of 2,362 gamers via an online survey. The majority of the participants were male, students, aged between 18 and 27 years, and 'hard-core' gamers. Most participants reported having experienced at least one type of GTP at some point (96.6%), the majority having experienced GTP more than once with many reporting 6 to 10 different types of GTP. Results demonstrated that videogame players experienced (i) altered visual perceptions (ii) altered auditory perceptions (iii) altered body perceptions (iv) automated mental processes, and (v) behaviors. In most cases, GTP could not be explained by being under the influence of a psychoactive substance. The GTP experiences were usually shortlived, tended to occur after videogame playing rather than during play, occurred recurrently, and usually occurred while doing day-to-day activities. One in five gamers had experienced some type of distress or dysfunction due to GTP. Many experienced GTP as pleasant and some wanted GTP to happen again
Mexico and the US must realise that NAFTA is the solution not the problem
Former President of Mexico (1988-94) Carlos Salinas de Gortari, one of the architects of the North American Free Trade Agreement, argues that NAFTA’s significant achievements have been underplayed. Instead of tearing up the agreement, as Donald Trump has proposed, Mexico, the US, and Canada must reinforce it if they are to compete with other world regions
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Intrauterine Zn deficiency favors thyrotropin-releasing hormone-increasing effects on thyrotropin serum levels and induces subclinical hypothyroidism in weaned rats
Individuals who consume a diet deficient in zinc (Zn-deficient) develop alterations in hypothalamic-pituitary-thyroid axis function, i.e., a low metabolic rate and cold insensitivity. Although those disturbances are related to primary hypothyroidism, intrauterine or postnatal Zn-deficient adults have an increased thyrotropin (TSH) concentration, but unchanged thyroid hormone (TH) levels and decreased body weight. This does not support the view that the hypothyroidism develops due to a low Zn intake. In addition, intrauterine or postnatal Zn-deficiency in weaned and adult rats reduces the activity of pyroglutamyl aminopeptidase II (PPII) in the medial-basal hypothalamus (MBH). PPII is an enzyme that degrades thyrotropin-releasing hormone (TRH). This hypothalamic peptide stimulates its receptor in adenohypophysis, thereby increasing TSH release. We analyzed whether earlier low TH is responsible for the high TSH levels reported in adults, or if TRH release is enhanced by Zn deficiency at weaning. Dams were fed a 2 ppm Zn-deficient diet in the period from one week prior to gestation and up to three weeks after delivery. We found a high release of hypothalamic TRH, which along with reduced MBH PPII activity, increased TSH levels in Zn-deficient pups independently of changes in TH concentration. We found that primary hypothyroidism did not develop in intrauterine Zn-deficient weaned rats and we confirmed that metal deficiency enhances TSH levels since early-life, favoring subclinical hypothyroidism development which remains into adulthood
Las neuronas TRHérgicas como reguladores de la homeostasis energética
Las neuronas que sintetizan TRH en el núcleo paraventricular (NPV) del hipotálamo reciben proyecciones aferentes de regiones cerebrales intra y extra hipotalámicas, algunas de las cuales se activan en respuesta a señales periféricas que informan al cerebro sobre el tamaño y volumen de las reservas energéticas. Decodificando e integrando estos mensajes, las neuronas de TRH responden diferencialmente a los estímulos ambientales: el frío activa la síntesis y liberación del péptido, que cumpliendo con su función neuroendocrina es liberado desde la eminencia media hacia la circulación portal acelerando el funcionamiento del eje tiroideo y la termogénesis; en cambio, la disminuida concentración de hormonas tiroideas asociada con ayuno y desnutrición, no logra activar a las neuronas TRHérgicas y disminuye la tasa del metabolismo frente a una escasa disponibilidad de alimentos. La adaptación del eje tiroideo a diferentes demandas energéticas depende de la edad, del sexo de los animales y puede presentar una regulación paradójica como en el modelo de anorexia por deshidratación. La identificación de diversos puntos de control del funcionamiento del eje tiroideo pone en evidencia una regulación fina del sistema que permite mantener la homeostasis energética
Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.publishedVersio
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