About the GTP project
The aim of the GTP project is to examined gamer’s experiences to understand how gamer’s perceptions, cognition and behaviors have been influenced by video game playing. This is done with the purpose to encouraging healthy and safe video game playing. As well as contributed to the understanding of non-volitional phenomena relevant for different scientific disciplines.
The GTP project started as my Master research thesis at Stockholm University in April 2010, followed up with my PhD on GTP at Nottingham Trent University in UK, “Exploring Game Transfer Phenomena: A multimodal research approach for investigating video games’ effects “.
Currently, I’m researching about GTP as my Postdoc funded by a Marie Curie fellowship at the University of Liège in Belgium.
The GTP project stages:
Phase 1-Interviews: Master thesis
“Targeting the real life impact of virtual interactions: The Game Transfer phenomenon. 42 video games experiences”. The academic paper “Game Transfer Phenomena in video game playing: A qualitative interview study was base on my Master research thesis. Presented at the department of Child and Youth Studies at Stockholm University in Sweden in 2009. Then I coined the GTP.
The thesis was supervised by Professor Karin Aronsson.
University of Stockholm
Child and Youth Studies
106 91 Stockholm
Experiences from 42 players from Sweden between 15 and 21 years old were used as source material. Some participants were deleted due to age issues. In total they were 39 males and 3 females; 19 participants from 15 to 17 years old and 23 participants from 18 to 21 years old.
I did the majority of the interviews by textual chat with frequent video game players.
The participants’ anonymity has been ensured and additionally to the agreement in participating during the interviews, the participants agreed to have their narrations published in this blog.
The aim of the study
The objective was to find out how the immersion in an emotionally charged environment influences the player during the game and afterwards. More specifically: if experiences in the virtual world somehow influence players’ mood state and mental processes like fantasies, thoughts as well as behaviours resulting in what I have called ‘The Game Transfer Phenomenon’ (GTP).
- How do young people integrate video games in their daily life?
- What benefits and challenges come from playing video games?
- How has the players’ interpretations of the world, thoughts, fantasies and behaviours been influenced by the video game playing.
Phase 2 -PhD project (4 years)
PhD at Nottingham Trent University, UK
PhD supervisor: Professor Mark D. Griffiths
Method: Mixed-methods. Qualitative and Quantitative studies.
- To better understand the psychological engagement mechanism behind video games and video game effects on players.
- To explore Game Transfer Phenomena manifest in different modalities (visual, auditory, cognitions and behaviours), which factors are associated with GTP and what predict GTP.
Participants: Adults gamers recruited online via self-reported methods.
International Gaming Research Unit
Nottingham Trent University
Chaucer Building, Goldsmith Street
Nottingham NG1 4BU, UK
Full list of published studies
Phase 3 –Postdoc
My postdoc is founded by Marie Curie COFUND at University of Liège, Belgium
Mentor: Professor Frank Larøi.
Aim: Understanding the underlying mechanisms of Game Transfer Phenomena (GTP) via
Method: Experimental and self-report methods.
Participants: Non-clinical and clinical population.
University of Liège (Belgium)
Department of Psychology
Psychology and Neuroscience of Cognition Research Unit
up speakers 1
4000 Liège 1
Follow my blog for updates on the next phase of my research on GTP.