Mechanisms of the Game Transfer Phenomena: the Role of Cognitive, Emotional, and Personality Variables
Abstract
Game Transfer Phenomena (GTP) refer to the involuntary transfer of video game
experiences into the real world and can manifest as altered sensory perceptions, automatic
mental processes, and behavioural responses with video-game content. These experiences are
often prompted by external cues related to the video game and occur while performing
automatic and cognitively non-demanding tasks. Such habitual daily activities are also
conducive to experiencing a variety of spontaneous cognitive phenomena (e.g., mindwandering,
involuntary memories, musical earworms) and previous research on GTP has
shown that the content and circumstances of GTP experiences bear strong similarities with
these spontaneous cognitive phenomena, with the main difference being the video game
content in case of GTP.
The central aim of this thesis was to explore a novel hypothesis that GTP can be
considered as part of a family of spontaneous cognitive phenomena in terms of their
frequency, nature and underlying mechanisms. To address this aim, three online and one
laboratory study investigated the frequency of GTP and its relation to involuntary cognitive
phenomena (daydreaming and mind-popping frequency), psychopathology variables (e.g.,
schizotypy, anxiety, depression and impulsivity) and cognitive processes (e.g., creativity,
working memory capacity) that had been previously associated with involuntary cognitions.
The second aim was to provide new evidence about the nature and frequency of GTP in daily
life using a structured (online) diary method. The third major aim was to examine the
hypothesis that gaming sessions activate a large number of game-related representations that
act as primes for subsequent GTP experiences in response to game-related stimuli in one’s
environment.
Findings across four studies showed that the occurrence of GTP, as assessed by
questionnaire and diary methods, tended to be low and closely resembled the frequency
reported in the literature for mind-pops. The most prevalent type of GTP were involuntary
inner cognitions in the form of thoughts, memories and musical earworms with game-related
content, which occurred under very similar circumstances to other spontaneous cognitive
phenomena (Study 2). The results of multiple hierarchical regression analyses showed that
GTP were predicted by spontaneous cognitions (daydreaming and mind-popping scores) as
well as positive schizotypy and the internet gaming disorder (IGD) (Studies 1 to 3).
Furthermore, mediation analysis showed that the association of IGD with GTP was partially
mediated by positive schizotypy and frequency of mind-pops (Study 1). Results of Study 3
also confirmed that creativity scores predicted GTP, providing further support for potential
links between GTP and spontaneous cognitive phenomena.
Results of diary Study 2 supported the long-term priming hypothesis by showing that
GTP experiences were often reported as being preceded by prior exposure to video games
related to the GTP content. The evidence of long-term priming of GTP-related concepts,
resulting from playing a video game, was also supported in the laboratory using a lexical
decision task over short (10 minutes) and longer delays of 24 hours (Study 4). However, no
associations were found between GTP and priming scores in the online word-fragment
completion task (Study 3) and the laboratory lexical decision task (Study 4), which calls for
further examination of the priming hypothesis in the context of GTP.
Taken together, these findings have significant theoretical, methodological and
practical implications for research on GTP and involuntary cognitions. Indeed, not only did
they replicate some of the findings reported in previous research on GTP, but they also
significantly extended the current knowledge on the frequency, nature, and possible
underlying mechanisms of GTP. The consistent similarities of GTP with other spontaneous
cognitive phenomena demonstrate that this phenomenon can be considered part of a broad
family of spontaneous cognitions and open up interesting avenues for future research.
Publication date
2024-05-29Published version
https://doi.org/10.18745/th.28036https://doi.org/10.18745/th.28036
Funding
Default funderDefault project
Other links
http://hdl.handle.net/2299/28036Metadata
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