The Continuity versus Discontinuity Hypotheses: A Consideration of Issues for Coding Video Game Incorporation

  • Jayne Isabel Gackenbach (Author)
    Grant MacEwan University
    Professor, Department of Psychology, Grant MacEwan University
  • Tyler Sample (Author)
    Grant MacEwan University
    B.A. student in Psychology from Grant MacEwan University
  • Gabe Mandel (Author)
    Grant MacEwan University
    B.A. student in Psychology from Grant MacEwan University

Identifiers (Article)

Abstract

In response to the discussion between Hobson and Shredl the history of our program of research for coding dreams of video game players both after playing a game and without such consideration was reviewed. While many of our studies are about response style in dreams resulting from game play, we also have considered incorporation issues. Some of our previous results seemed to favour the continuity hypothesis others favoured the discontinuity perspective. Two approaches to coding gamers’ dreams were considered and critiqued. Some of these problems were then taken up in a compilation of data from three previous research studies where games were played the day before a dream and dream information was gathered. The 182 dreams were categorized into three groups, no game incorporation, partial game incorporation, and full game incorporation (i.e., the dream is the game). Individual difference and game content variables were unrelated to incorporation into subsequent dreams. However, this classification of dreams did result in various content differences.

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Published
2011-10-31
Language
en
Keywords
video games, continuity, discontinuity, incorporation, dreams, content analysis
How to Cite
Gackenbach, J. I., Sample, T., & Mandel, G. (2011). The Continuity versus Discontinuity Hypotheses: A Consideration of Issues for Coding Video Game Incorporation. International Journal of Dream Research, 4(2), 63–76. https://doi.org/10.11588/ijodr.2011.2.9132