Abstract
Gamers have reported that their gaming experiences are pervasive and manifest even when they are not playing, re-experiencing sensorial perceptions (e.g., seeing images, hearing sounds, voices, tactile sensations), automatic responses toward game-related cues, urges to performed activities as in the game, etc. This paper proposes applying the Game Transfer Phenomena (GTP) framework and what has been learned on GTP for: (i) strengthening interventions using virtual technologies, (ii) developing or enhancing pedagogic tools for intrusions in mental disorders, and (iii) understanding underlying symptoms of psychiatric and neurological conditions, including gaming addiction or Internet Gaming Disorder. Can we apply the GTP mechanisms to develop virtual applications for positive means such as learning skills, modifying interpretation of stimuli, changing dysfunctional habits, etc.? This paper overviews GTP (e.g., GTP types and characteristics), introduces the GTP framework, outlines core factors relevant for GTP, GTP mechanisms, and game contents commonly transferred, and discusses potential applications of GTP.
Note: The author is beneficiary of the Marie Curie COFUND fellowship, co-funded by the University of Liège and the European Union.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Griffiths, M.D., Kuss, D.J., de Gortari, A.B.O.: Videogames as therapy: an updated selective review of the medical and psychological literature. Int. J. Priv. Health Inf. Manag. 5, 71–96 (2017)
Greitemeyer, T.: Intense acts of violence during video game play make daily life aggression appear innocuous: a new mechanism why violent video games increase aggression. J. Exp. Soc. Psychol. 50, 52–56 (2014)
APA: Diagnostic and Statistical Manual of Mental Disorders (DSM-5), Washington DC (2013)
Dill, K.E., Dill, J.C.: Video game violence: a review of the empirical literature. Aggress. Violent Behav. 3, 407–428 (1999)
de Gortari, A.B.O., Griffiths, M.D.: Automatic mental processes, automatic actions and behaviours in Game Transfer Phenomena: an empirical self-report study using online forum data. Int. J. Mental. Health Addict. 12, 432–452 (2014)
Shapiro, S., Rotter, M.: Graphic depictions: portrayals of mental illness in video games. J. Forensic Sci. 61, 1592–1595 (2016)
de Gortari, A.B.O.: Empirical study on Game Transfer Phenomena in a location-based augmented reality game. Telemat. Inform. (in press)
Butler, L.D.: Normative dissociation. Psychiatr. Clin. North Am. 29, 45–62 (2006)
de Gortari, A.B.O., Griffiths, M.D.: Altered visual perception in Game Transfer Phenomena: an empirical self-report study. Int. J. Hum.-Comput. Interact. 30, 95–105 (2014)
de Gortari, A.B.O., Griffiths, M.D.: Prevalence and characteristics of Game Transfer Phenomena: a descriptive survey study. Int. J. Hum.-Comput. Interact. 32, 470–480 (2016)
Dindar, M., de Gortari, A.B.O.: Turkish validation of the Game Transfer Phenomena Scale (GTPS): measuring altered perceptions, automatic mental processes and actions and behaviours associated with playing video games. Telemat. Inform. 34, 1802–1813 (2017)
de Gortari, A.B.O.: Empirical study on Game Transfer Phenomena in a localization-based augmented reality game. Telemat. Inform. (in press). https://doi.org/10.1016/j.tele.2017.12.015
de Gortari, A.B.O., Pontes, H., Griffiths, M.D.: The Game Transfer Phenomena Scale: an instrument for investigating the non-volitional effects of video game playing. Cyberpsychology Behav. Soc. Netw. 18, 588–594 (2015)
de Gortari, A.B.O.: The Game Transfer Phenomena framework: investigating altered perceptions, automatic mental processes and behaviors induced by virtual immersion. Ann. Rev. Cybertherapy Telemed. 9, 9–15 (2016)
Boot, W.R., Kramer, A.F., Simons, D.J., Fabiani, M., Gratton, G.: The effects of video game playing on attention, memory, and executive control. Acta Psychol. 129, 387–398 (2008)
de Gortari, A.B.O., Griffiths, M.D.: Beyond the boundaries of the game: the interplay between in-game phenomena, structural characteristics of video games, and game transfer phenomena A2 - Gackenbach, Jayne. In: Bown, J. (ed.) Boundaries of Self and Reality Online, pp. 97–121. Academic Press, San Diego (2017)
de Gortari, A.B.O., Larøi, F., Lerner, A.: Can game transfer phenomena contribute to the understanding of the psychophysiological mechanisms of gaming disorder? A comparison of visual intrusions induced by videogames and mental disorders. In: 4th International Conference on Behavioural Addictions, pp. 9–10 (2012). J. Behav. Add.
Ando, S., Clement, S., Barley, E.A., Thornicroft, G.: The simulation of hallucinations to reduce the stigma of schizophrenia: a systematic review. Schizophr. Res. 133, 8–16 (2011)
Penn, D.L., Ivory, J.D., Judge, A.: The virtual doppelganger: effects of a virtual reality simulator on perceptions of schizophrenia. J. Nerv. Mental Dis. 198, 437–443 (2010)
Holmes, E.A., James, E.L., Coode-Bate, T., Deeprose, C.: Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science. PLoS ONE 4, e4153 (2009)
Iyadurai, L., et al.: Preventing intrusive memories after trauma via a brief intervention involving Tetris computer game play in the emergency department: a proof-of-concept randomized controlled trial. Mol. Psychiatry 23, 674–682 (2018)
Skorka-Brown, J., Andrade, J., Whalley, B., May, J.: Playing Tetris decreases drug and other cravings in real world settings. Addict. Behav. 51, 165–170 (2015)
de Gortari, A.B.O., Griffiths, M.D.: Commentary: Playing the computer game tetris prior to viewing traumatic film material and subsequent intrusive memories: examining proactive interference. Front. Psychol. 7, 260 (2016)
Albani, G., Pedroli, E., Cipresso, P., et al.: Visual hallucinations as incidental negative effects of virtual reality on Parkinson’s disease patients: a link with neurodegeneration? Parkinson’s Dis. 2015, 6 p. (2015). Article ID 194629. https://doi.org/10.1155/2015/194629
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Ortiz de Gortari, A.B. (2018). First Insights into Applying the Game Transfer Phenomena Framework for Positive Means. In: Cipresso, P., Serino, S., Ostrovsky, Y., Baker, J. (eds) Pervasive Computing Paradigms for Mental Health. MindCare 2018. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 253. Springer, Cham. https://doi.org/10.1007/978-3-030-01093-5_13
Download citation
DOI: https://doi.org/10.1007/978-3-030-01093-5_13
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-01092-8
Online ISBN: 978-3-030-01093-5
eBook Packages: Computer ScienceComputer Science (R0)