Category Archives: Uncategorized
Moving from UK… I will miss many things from Nottingham, the city of Robin Hood! A colourful multicultural, breathing and living city! A city that I witnessed getting developed during the last couple of years.
I’m happy and proud when I look back at my time in Nottingham. During the last six years I gave the best of me and put Nottingham Trent University on the headlines all around the world with my research on Game Transfer Phenomena conducted as my PhD.
Seeing the possibilities rather than the limitations… My partner Anders made me realise this is how I navigate through life, during our final dinner in Nottingham… I’m grateful for the opportunities to grow professionally and mature personally.
During the last years my life has revolved around the work I highlight below, mostly done as part of my doctoral research next to my PhD supervisor Professor Mark Griffiths at Nottingham Trent University.
I hope to visit my friends and colleagues in Nottingham at some point in the future… For now, it is time to move on and keep building the dreams on a new path.
University of Liège in Belgium here I come!
I´m looking forward to start a new phase in my research into GTP with my Marie Curie COFUND postdoc fellowship, co-funded by the University of Liège and the European Union.
Main published articles:
Ortiz de Gortari, A. B. (2016). The Game Transfer Phenomena framework: Investigating altered perceptions, automatic mental processes and behaviors induced by virtual immersion. Proceedings of the 21st Annual Review of Cybertherapy and Telemedicine. Cypsy21. In press.
Ortiz de Gortari A. B., Oldfield B & Griffiths M. D (2016). An empirical examination of factors associated with Game Transfer Phenomena severity. Computers in Human Behavior, 64, 274-284
Ortiz de Gortari A. B., & Griffiths M. D. (2016). Prevalence and Characteristics of Game Transfer Phenomena: A Descriptive Survey Study. International Journal of Human-Computer Interaction, 32(6), 470-480.
Ortiz de Gortari, A. B (2015). What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? Proceedings of the Interactive Technologies and Games 2015 Conference Proceedings in IEEE xplore.
Ortiz de Gortari, A. B., Pontes, H. A., & Griffiths, M. D. (2015). The Game Transfer Phenomena Scale: An instrument for investigating the non-volitional effects of video game playing.Cyberpsychology, Behavior, and Social Networking.
Ortiz de Gortari, A. B., & Griffiths, M. D. (2015). Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study. Computers in Human Behavior, 51, 195-202.
Ortiz de Gortari, A. B & Griffiths, M. D (2015). Living the game. IGI Global editorial monthly news. http://www.igi-global.com/newsroom/archive/living-game/2223
Ortiz de Gortari, A. B., & Griffiths, M. D. (2014). Auditory experiences in Game Transfer Phenomena: An empirical self-report study. International Journal of Cyber Behavior, Psychology and Learning 4(1), 59-75.
Ortiz de Gortari, A., & Griffiths, M. (2014). Automatic Mental Processes, Automatic Actions and Behaviours in Game Transfer Phenomena: An Empirical Self-Report Study Using Online Forum Data. International Journal of Mental Health and Addiction, 1-21.
Ortiz de Gortari, A. B., & Griffiths, M. D. (2014). Altered Visual Perception in Game Transfer Phenomena: An Empirical Self-Report Study. International Journal of Human-Computer Interaction, 30(2), 95-105.
Ortiz de Gortari, A. B., & Griffiths, M. D. (2012). An Introduction to Game Transfer Phenomena in Video Game Playing. In J. I. Gackenbach (Ed.), Video Game Play and Consciousness. NY: Nova Publisher.
Ortiz de Gortari, A. B., & Griffiths, M. D. (2012). The Relevance of Game Transfer Phenomena When Addressing Problematic Gaming. Paper presented at the 17th annual CyberPsychology & CyberTherapy Conference, Brussels, Belgium.
Ortiz de Gortari, A. B., Aronsson, K., & Griffiths, M. D. (2011). Game Transfer Phenomena in video game playing: A qualitative interview study. International Journal of Cyber Behavior, Psychology and Learning, 1(3), 15-33.
Seminar on Game Transfer Phenomena, this time at my alma mater UDEM (University of Monterrey).
“Game Transfer Phenomena: Cuando los video juegos brincan a tu realidad con alucinaciones, pensamientos y comportamientos involuntarios”
A couple of weeks ago I attended and presented my research on “the Game Transfer Phenomena framework” at the 21st Annual CyberPsychology, CyberTherapy & Social Networking Conference (CyPsy21).
The experience was very rich with numerous papers focusing on the use of VR for therapy and a large coverage of topics on cyberbullying and social networking.
This time the event was hold at the Dun Laoghaire Institute of Art, Design & Technology (IADT) in Dublin. I was very happy when I realized that the conference would be held at this location because many years ago, when I was considering doing a master on Cyberpsychology the IADT was on my list.
It was great to see colleagues and familiar faces from previous conferences! Annual conferences really strengthen the academic community on particular topics.
I cannot wait to see the number of new participants that will join the conference next year due to the commercialization of VR. This will make VR much more accessible. Hoping to also see some augmented reality games.
Next year the CyPsy22 conference will be hosted by the Cyberpsychology Research group at the University of Wolverhampton in UK.
Seguramente os haya ocurrido alguna vez: os despegáis de la pantalla tras horas a los mandos, cerráis los ojos y os sobrevienen instantes de la partida. En otras ocasiones puede que nos asalten melodías o efectos de sonido, súbitamente y en situaciones cotidianas, que pueden (o no) guardar relación con el videojuego de turno. Es lo que se conoce como Fenómenos de Transferencia del Juego o Game Transfer Phenomena (GTP) en inglés.
¿Pero qué es el Games Transfer Phenomena de forma más específica? Nadie mejor que la propia Ortiz de Gortari para explicárnoslo: “GTP consiste en fenómenos involuntarios que se manifiestan como alteraciones senso-perceptivas, procesos mentales automáticos y acciones derivadas de la transferencia de experiencias del mundo virtual al real”.
“En muchas ocasiones los GTP ocurren por asociaciones entre elementos de los videojuegos y de la vida real. Por ejemplo, algunos jugadores han visto menús cuando están en conversaciones, mapas al buscar una dirección o sentido el impulso de escalar un edificio tal como harían en un juego”.
Jose Carlos concluye en su artículo lo siguiente:
Así que ya sabéis: la próxima vez que os apetezca horrores abrir un portal para cambiar de acera u os sobrevengan los FX de Metal Gear Solid al ser pillados infraganti, ni estáis solos, ni locos.
Leer el artículo completo
This week I was interviewed by Samit Sarkar from Polygon. He was wondering what this research can lead to in the end; what contributions can it make. So, I got motivated to remove the dust from some old writings and thoughts about the potential of GTP and give them some updates. Here are some areas where research about GTP can potentially contribute.
1. Understanding the post-effects of virtual immersion – Findings in the research can potentially help us to identify features (e.g. visual/auditory/haptic) in the video games that lead to either positive or undesirable effects. We can corroborate the experiences by observing video game features and in-game activities. A variety of GTP suggest that neuro-adaptive mechanisms are involved. To date, research that have addressed this question has been mainly conducted in high immersive environments and in virtual environment simulators but not with commercial video games.
2. Envisage what could be the effects of the use of augmented and wearable technologies -Some individuals are experiencing GTP simply by playing video games on the screen. This suggests that the use of head–mounted displays (e.g., Oculus Rift) and other virtual or augment technology may enhance these effects.
3. Developing effective engaging and learning video games – By identifying what features in the games are particularly appealing and how the association between auditory and visual stimuli are established.
4. Identify mind enhancement by playing video game – GTP studies have showed how skill acquired in the video games are applied to similar context as in the game (strategic thinking, fast responses time, visual memory).
5. Encourage responsible and safe gaming policies.
a. Demystify gamers’ experiences – Demystifying GTP experiences appear to be relevant to help gamers to interpret their own mental health, and stops gamers thinking it is a sign of psychological dysfunction; instead it encourages self-control, awareness and healthy gaming. In some cases, the misinterpretation of sensations or perceptions can result in anxiety and in extreme cases in the developing of pathologies. If we talk about GTP without been judgemental we may help the individuals that need it on time.
Here are some comments gamers have shared with me. This has really encouraged me to continue with my research.
“It is nice to see that all those weird things which have happen to me, when it feels that my gaming experiences are sort of bleeding into my reality, actually has a name, and it wasn’t just me :P”
“Oh and here was me thinking, my seeing and hearing things that weren’t real was just a symptom of my severe bipolar depression. Turns out I have just been gaming too hard. Phew! That’s a relief”
b. Encourage gamers to play responsibly and reflect about their gaming habits – When GTP manifest, the unconscious contents become conscious and we become aware about how the media we consume influence us. The manifestation of GTP have invited gamers to reflect about their gaming habits, while some may keep an eye in their gaming habits, others may play more to induce GTP.
c. Encourage responsible and safe gaming policies- Research about GTP has pointed out the relevance of examining video game features and the need to provide more health guidance in the manuals of the games. Small letters or links to webpages with more information seem to not be enough.
d. Responsible and safe use of augmented and wearable technologies – It seems crucial to promote research in this area to provide advice about the use of technologies and try to prevent side effects in susceptible individuals.
e. Developing programs for encouraging responsible gaming – Every day we see more researchers and clinicians contributing to the understanding of gaming related problems. This doesn’t mean that video games are bad but some individuals actually can develop unhealthy patterns of behaviours than can end in behavioural addiction. Last year, for the first time “Internet Gaming disorder” (as named in the DSM5) was included as a condition warranting more clinical research, but it still miss arguments for encouraging more preventing programs. I remember back in 1998, I wanted to do my thesis for become psychologist about the problematic use of Internet and my teachers looked at me like I was out of my mind. It took me quite some time to convince them and to get a supervisor.
6. Develop instruments to measure problematic gaming/gaming addiction– Development new ways to address problematic gaming and identify what factors contribute to the development and the prevalence of the symptoms.
7. Develop instruments that potentially can be used in court to evaluate cases where the participation of video games is claimed. This is something I have not thought about but Peter Wright from DigitalLawUK suggested:
“In extreme cases,” he said, “it is not difficult to imagine the police having a test for drivers that they pull over after seeing them drive erratically to check whether they are in full control of their senses. Currently, such tests are focused on alcohol and drug use, but if a driver were asked to take a few paces, strand on one leg, [and] answer a few questions, it may establish if the driver is experiencing Game Transfer Phenomenon.” (1).
8. Understand symptoms of mental disorders – Many GTP experiences share similarities with symptoms of pathologies, e.g. obsessive compulsive disorders, hallucinations, delirium, perseverative mental states observed in disorders such as spectrum of autism disorders and other phenomena such as phantom limb and epileptic seizures.
9. Achieving further understanding of phenomena which we don’t know enough about at this point – GTP involve physiological, perceptual and cognitive mechanism and potentially can encourage the use of video games as a tool for understanding a large variety of phenomena . E.g., mind wandering mechanisms, neural adaptations and the role of emotions, the participation of associations triggering after-images, visual after-effects, involuntary auditory replays, and general understanding non-volitional phenomena.
(1)Crawley, D. (2014). Seeing things: When gaming messes with reality — and your brain Retrieved 28 January, 2014, from http://venturebeat.com/2014/01/28/when-gaming-messes-with-reality/
Here is a nice animated film made by Lefvandebilder (Marcus Knutsson. Hannes Knutsson, Christoffer Guilotte, Martin Jansson).
No more spam at least for awhile 😉
Now it is time for me to analyze the data. I hope we will be able to share the results soon.
I would like to thank all of you that has collaborated in my PhD project.
This have been a rich experience. Thanks all for all your encouraging words and the hard critics. I will try to learn from it all.
Thank you very much for your help and support! I would specially like to thank:
|César Augusto Velázquez Vargas|
|Colin Blankenship||Austin Community College, Game Development Institute|
|DrNikki||Elite Girl Gamers, and my name is|
|Fernando Riveroll Guerrero||http://pokemex.com/|
|Game city Nights||http://nights.gamecity.org/|
|Nerds at heart||https://www.facebook.com/pages/Nerds-at-Heart/114145631953098|