Category Archives: Media
Check out gamers GTP and my interview in TV news BBC East Midlands Today.
Approx. at 3:46.
The video is only available in UK and until 10.45 PM tonight.
My GTP baby is growing little by little. Thanks to all that have believed in me and supported my research during these five exciting and challenging years.
Here is a transcript of what the gamers who were interviewed in the programme said:
First player: “A game a used to play a lot, Zelda, it’s like a world you going to. I will be playing it for 60 odd hours no in a row. Then there is a lot of it where you have to slice bushes and I will see bushes and think, oh God, what this is doing to me?”
Second player: “It depends which game you play, I suppose. Playing more realistic games comic games which are designed to be more realistic, it might be more difficult to switch off.”
Third player: “I think I tend to keep in the real world and turn the console off.
Fourth player: “Video game really affect you and you can get emotionally attached to it and really go into the world if it’s good enough.”
Fifth player: “I never think, I never see a crossover personally. When I used to play the Sims that was like a real life simulations. You are of sort of micromanaging families. When I was in real life, soletimes, I would see some of the itels. I would feel like I was right back there.”
I was surprised to see that Game Transfer Phenomena were featured in an episode of CSI: Cyber. In episode 11 (season 1) ‘Ghost in the machine’ Game Transfer Phenomena were more than mentioned.
As a dear friend expressed to me “science fiction often act as metaphorical mirror of our collective perspective toward technology (-for good or for bad I must add), it is significant that GTP is appearing in this context”.
In the first segment, this appears after the title sequence:
“game transfer phenomena – when gamers believe they can mimic the physical abilities of their on-line avatar in the real world.”
In the second segment, a gamer jumps from a roof thinking he can reach another roof, and the agents argue he was under the influence of GTP.
In research about GTP gamers have reported thoughts and urges to do something as in the game in day-to-day context, but in most of the cases they have hold back their impulses. Resemblances of situations or physical objects simulated in the game appear to trigger many of the GTP experiences reported to date. Although, it is worth noticing, that acting out such an “extreme” behaviour is very rare.
Here is the transcript of the segment:
Elijah: Corey told the paramedics he ran because he had drugs. Now, the charge for drug paraphernalia is virtually nothing. And then he jumps. He had to have known he wasn’t gonna make it.
Avery: We just witnessed a prime example of Game Transfer Phenomena, or what we call “GTP under the influence”.
Elijah: GTP? Sounds like something they’ll be selling a pill for soon. (laughs)
Avery: There’s a documented history of videogamers experiencing involuntary impulses to perform gaming actions in the real world. The more they play the game, the more they are in the game, in real life. Corey thought that he could jump to that other balcony to escape.
Male voice: You got to jump, man! …
Avery: because he’d done it so many times in the game.
Elijah: That-That’s just plain crazy.
Read this well written and thoughtful piece about GTP written by Samit Saknar in Polygon.
“A great video game, like any worthwhile piece of art, will stick with you. When you’re playing it, nothing can pull you away; when you’re not playing it, you can’t think about anything else. The game will embed itself in your subconscious, so much so that you’ll start to have literal visions of it: Gems on a Guitar Hero note highway scroll by your eyes as you listen to music; a Mass Effect dialogue wheel pops up during a conversation with a friend; while driving, you imagine running over pedestrians à la Grand Theft Auto.”
Read the interesting piece by Professor Ira Hyman where he talks about the intrusiveness of GTP.
Turning off the videogame may not end the game. People continue thinking about the game and may experience the game in the real world. Strategic thoughts pop into one’s thoughts and images from the game appear on the mental video screen. Gamers will respond to real world stimuli as if they were the game stimuli. The videogame has invaded their minds. Read more
Het effect van games beperkt zich niet alleen tot de huiskamer, de slaapkamer of de wc. Het kan ons hele leven beïnvloeden: onze perceptie, onze dromen en zelfs ons gedrag. Denk jij net als Ezio de Eiffeltoren wel even te beklimmen of hoor je net als Link een deuntje als je je sokkenlade opentrekt? Dan heb je wel eens Game Transfer Phenomena ervaren. Read more
What a pleasant surprise my boyfriend got when visiting Sweden. He bought a copy of his favorite Swedish game magazine “Level” (as he usually does when visiting Sweden) and found an article about Game Transfer Phenomena, “Are you a super human?
Good edition to add to his collection. This is one of the advantages of playing games with your b-friend 😉
Here is a snapshot for my fellow Swedish gamers.
A muchos jóvenes les ha pasado que el tiempo se les hace agua frente a un juego de video, pero algunos de ellos, cuando van a la calle o a dormir, siguen avistando soluciones a acertijos o la estructura de pasillos de algún first-person shooter. Read more…
Read the article “Level-up life: how gaming can enhance your reality” by Sally Adee in the New Scientist.
IT WAS mid-January and the roads in New York were slick with ice. I was driving aimlessly in search of a parking space when, while turning an especially tight bend, I went into a sickening sideways skid and headed straight for a row of snow-covered cars. I wasn’t expecting what happened next. Without thinking about what I was doing, I twisted the wheel in a way that I had never done before. It worked: I came out of the skid and drove away unscathed. Read more