GTP NEWS
Verbum- UDEM 76 October-December 2011

- Article about GTP in the New Scientist issue 2844. Christmas & New Year special edition 2011. “Level-up life: how gaming can enhance your reality” by Sally Adee in the New Scientist.
- BBC World Service -Click
Podcast -Full interview- http://downloads.bbc.co.uk/podcasts/worldservice/digitalp/digitalp_20111206-2032c.mp3 (The podcast-exclusive part starts at 19:10)
Iplayer http://www.bbc.co.uk/iplayer/episode/p00lwhbl/Click_06_12_2011/
Just how damaging are violent video games to the developing minds of adolescents and young adults, especially males? A new study from the USA using brain scans suggests that there may be significant changes to brain activity following regular playing of video games. Tom Hummer, an assistant professor of psychiatry at Indiana University in the USA discusses the outcomes of his study.
Click is also joined by Angelica Ortiz de Gortari from Nottingham Trent University, in the UK, who is a specialist in Game Transfer Phenomena.
- BBC 5Live Double Take – Game transfer phenomena
- Video games ‘blur reality’, claims newspaper
- Listen to the radio interview about the Game Transfer Phenomena
My guest this week is Angelica Ortiz de Gortari, who will talk about the Game Transfer Phenomena. This young woman is working on her doctoral degree in the International Gaming Research Unit at Nottingham Trent University in the United Kingdom. Originally from Mexico, Angelica has been fascinated with gaming and it’s effects for some time. Just as with my work on the effects of gaming on dreams, Angelica has found that when awake the game remains alive after the play ceases. That is, both intentionally and unintentionally gamers continue to use game based experiences in the real world. Angelica points to a wide variety of instances in her article which is about to appear in the International Journal of Cyber Behavior, Psychology and Learning. She points out that the more engaged in the game the player is the more likely they are to experienced game transfer to waking reality. She notes in her article that “Approximately half of the participants reported having thoughts about using elements from video games to resolve real life issues such as: using a boomerang or a hook, using a gravity gun to get things they cannot reach, zoom with sniper rifle to see something faraway, etc.

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