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"After playing Katamari Damacy, I had a sudden urge to roll over things. This is not good when you are driving. Rows of orange cones should not look like a golden

opportunity" (Panter44)

"I had been playing lots of war games. We had to get the students in a line so I was trying to tell the other teacher to go first and I said ‘you take point. I will cover rear" (Rocksdeal)

Once I stayed up all night to play Lemmings. The next day, when I was trying to read, I kept trying to figure out how to get the Lemmings across the sentences” (Bluesjazz)

Thoughts

Involuntary

behaviours

Automatic

mental actions

Voluntary

behaviours

Emotions/

impulses

Slips involving video game elements

Cognitive errors & distortions influenced by video game content

Gamers momentarily thought about using video game elements to resolve something in real life, and then realized it was not possible.

Thoughts about video game content

  • Gamers interpreted real life events with the logic of the game and found themselves thinking for example that something as in the game was going to happen.
  • Confusions between video game and RL events, persons and characters.

Automatic mental replays involving video game content

  • While some gamers were not able to stop thinking about the game, others experienced pop ups about the game triggered by RL stimuli.
  • Some gamers also found themselves thinking about how to apply video game strategies to real life or thinking how they would act in hypothetical scenarios using knowledge from a specific video game.

“Never mind I’ve saved at the last checkpoint…wait what? Quick saved too many times to care” (Intelus)

  • Gamers engaged in stereotypical and automatic mental replays of the game in real life contexts.
  • This appear to be automatic and when it occurred immediately after stopping playing, the gamers’ thoughts appeared to be fixated and had lowered cognitive flexibility to switch from virtual to real life tasks. However, with the time they got engaged in playful replays of the game that became a habit.
  • Involves observing, monitoring, tracking, and/or assembling real life objects, and depends upon the video game content.

“I had been playing Mass Effect 2 for 7 h, my mum walked into the room and said something. I paused for about 5 s looking at her waiting for a wheel of options to appear" (PricelessWil)

Changed mood states influenced by video game experiences

“I kept planning ways to avoid being seen while invisible…Man, I’m messed up” (Cozymed)

The presence of certain stimuli associated with the game modified the gamers’ mood.

"I cannot stop thinking about Minecraft"

(Becareli)

Subjective sensations of unreality

"Once I stayed up all night to play Lemmings. The next day, when I was trying to read, I kept trying to figure out how to get the Lemmings across the sentences" (Bluesjazz)

“It was foggy and the church’s bells stopped. It felt so docile, possibly my most relaxing moment that month…in Silent Hill 1 in the school after the boss fight, you play in hell and then wake up to this foggy, calm astonishing world” (Stormsy)

“I played Vice City and got all the hidden packages at once. When I quit playing I was looking in the corners of the rooms for hidden packages. It was really odd” (Forlife9)

Here, some gamers felt that in real life they were still in the video game.

“Anyone ever get the Portal effect? Where you’re working out where to place portals … and it is not entirely voluntary, you are just half aware of it” (Amanda00)

Urges and impulses to do something as in the video game

Here, some gamers experienced urges to do something as they would in the

video game, usually when they encountered real life stimuli that shared characteristics with elements from the game.

“I was playing Star Wars: Knights of the Old Republic about four hours straight. When I stood up I had a massive head rush. I thought I was a Jedi in a cave for about five seconds. I was worried that the giant birds in the game’s caves were going to attack me. I was confused, and afraid” (Sushy)

Using video game contents for amusement

Do something inspired

by video game content

Gamers got inspired to do something IRL based on their video game experiences.

Mimicking video game characters or using phrases from the video game for amusement.

Involuntary body reflexes triggered by stimuli

associated with video games

Involuntary behaviours elicited by stimuli associated with the video game

Carrying out stereotypical

motor executions

These experiences included atypical body movements where the gamers reported

moving as they would in the video game such as strafing (i.e., moving side-ways).

This mostly (but not always) occurred immediately after stopping playing. These

experiences appeared to have strong components of neural adaptation.

Here, the gamers' thoughts resulted in involuntary body movements of fingers, hands or arms when they tried to use video game elements in real life.

Here, the gamers experienced an episodic lack of awareness and performed a behaviour without intending to do so. These experiences manifested as automatic responses and over-reactions to real life stimuli that had been simulated in the video game.

“I tried to remove the pilot light from a stove for garbage to make a shish kebab in Fallout 3” (Bambooman)

"Many times! Quake 2 made me literally strafe my way around corners in real life!" (Jamal6)

"System Shock 2… Walking…I notice a security camera. INSTANTLY, I panic and reach for my pistol, praying that I still have enough ammo to take it out, oh god oh god... then I realized that it was broad daylight not a space station, and that I neither have a pistol" (Yamj)

“Whenever I’m bored, I will look at people far away and try to rail them. I make a reticule with my hand” (Waffleeater)

Verbal slips involving video game content

Here the gamers said something involuntaraly with contents from the game.

“Once I was in a car with a friend who was driving and I told him if he ran over the old lady we would get 30 points” (pax2000)

More resources

GTP cartoons. "GTP Adventures"

http://www.toondoo.com/ViewBook.toon?bookid=499931

Videos about and related to GTP

http://www.youtube.com/channel/UCiKZP_vExgYPbsvM91VbOrQ

Other studies about GTP

https://nottinghamtrent.academia.edu/angelicaortizdegortari

Participants

1,022 experiences from 762 gamers’ experiences collected from 44 online video game forums were classified and explained.

Aim

To investigate the influence of video games on gamers’ mental processes and behaviours in day-to-day settings.

For more information visit gametransferphenomena.com

Please cite as:

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.

To see all subcategories and definitions go to : http://playersexperiences.files.wordpress.com/2014/02/atb-game-transfer-phenomena_categories-and-subcategories.pdf

Automatic Mental Processes, Automatic Actions and Behaviours

in Game Transfer Phenomena

by Angelica B. Ortiz de Gortari (@cyberpyske)

"Sometimes get my Sims mixed up with people. ‘remember when you’....oh no, wait, that was my Sim" (Lorela)

“A friend flung out his arm. He became embarrassed…without thinking he was trying to use the grappling hook from a Quake 2 mod to swing under the bridge” (superpaul)

Conclusion

  • The data suggest that intensive gaming compromised the reasoning and behaviour of some gamers in real life (at least momentarily), mainly when automatic associations between video game activities and real life stimuli were established.
  • The gamers’ GTP-ATB experiences were explained as results of neural adaptation, perseverative mental states, cognitive distortions, lack of awareness/dissociation, and source monitoring errors.
  • GTP are not always private experiences. They have occurred in social context and occasionally had social implications.
  • The experiences appeared to be enhanced by the virtual embodiment, repetitive manipulations of game controls, and by the gamers' playing habits.
  • Although some undoubtedly positive effects of playing were observed and the potential of using video games as learning tools is evident, some gamers’ experiences raise concern.

Limitations

  • The findings in this study should be interpreted carefully and should not be generalized.
  • We don’t know yet how common GTP are. Although, different gamers have reported similar experiences in the same games.
  • Gamers demography and psychological profiles are unknown since the data was collected in online video game forums.
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