The book Boundaries of Self and Reality Online: Implications of Digitally Constructed Realities edited by Jayne Gackenbach & Johnathan Bown, includes a chapter by me and Mark D. Griffiths. “Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena”.
This chapter is a first attempt to map in-game phenomena and structural characteristics of video games, with transfers of game experiences manifesting in a number of modalities: altered perceptions, automatic mental processes, and behaviours with the purpose of stimulating future empirical work for hypothesis testing. This chapter also examines which phenomena, inherent to the video game world and elements in the gameplay, appear to contribute to the transfer of game experiences.
We have identified four core factors relevant for GTP to occur: (1) sensory perceptual stimulation, (2) high cognitive load, (3) dissociative states, and (4) high emotional engagement.
I want to thank my dear colleague Jayne Gackenbach for the invitation to collaborate in this book. It is a particular pleasure for me to appear in a book together with John Suler, one of my favourite scholars when I started investigating the psychosocial effects of Internet and addiction in 1998 for my undergraduate thesis for becoming a psychologist.
John Suler’s initiative with his website on the psychology of the Cyberspace together with Sherry Turkle and her book “The life on the screen”, Kimberly Young with her centre Net Addiction and her book “Caught in the Net”, and Mark D. Griffiths’ research were crucial for me choosing Cyberpsychology as my main area of research.
I remember my times in “the Palace” (a visual, spatial and auditory chat environment that was quite advance for 1995) where Suler conducted his social research on the psychology of the cyberspace.
Wow! This really brings back memories about the ambience in there. I can almost remember the sounds!
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.