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Targeting the real life impactof virtual interactions: The game transfer phenomenon
Stockholm University, Faculty of Social Sciences, Department of Child and Youth Studies.
2010 (English)Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesisAlternative title
Abstract [en]

The objective of the study was to investigate how the immersion inthe virtual world influence the player during the game and afterward. In thisstudy 42 frequent video games players between 15 and 21 years old wereinterviewed. Participants were divided in two groups according to their age. Ingeneral no significant difference was found among participants of differentage. Immersion and change of mood states were found. Playing video games showedbenefits in the players’ lives and their cognitive skills, but also conflictsand bizarre experiences were reported by the players. Giving place to what Ihave called The GameTransfer Phenomenon (GTP), which occurs when video games’ elementsare associated with real life elements hence triggering thoughts, sensationsand behaviors in video game players, was reported by most players in differentways and intensities. The players’ experiences were classified as intentionalor automatic experiences. The analysis by type of the narrations shows howyouth integrated video games in their daily life. They used video games fordaydreaming and as a medium for interacting with others, but also video gamesmemories have been experienced by the players as intrusive thoughts,sensations, impulses, reflexes, optical illusions and in some cases evenresulted in automatic behaviors and dissociations. Also, aggression, violence,perception of the world as a dangerous place, desensitization to violence andrisk behavior were found in the analysis of the narrations’ contents.

Abstract [es]

Elobjetivo de este estudio fue investigar como la inmersión en el mundo virtualinfluye al jugador durante el juego y después. 42 frecuentes jugadores entre 15y 21 años fueron entrevistados. Los participantes fueron divididos en dosgrupos de edad. No se encontró diferencias significativas de acuerdo el grupode edad. Inmersión en el juego y cambios de estado de animo fueron reportados.El juego de video juegos muestra beneficios en las vida de los jugadores y ensus habilidades cognitivas sin embargo jugadores también reportaron conflictosy extrañas experiencias. Dando lugar a lo que he llamado el fenómeno de transferenciadel juego (Game transfer phenomenon GTP). El cual ocurre cuando los jugadoresasocian elementos de los videos juegos con elementos de la vida real lo queestimulo pensamientos, sensaciones y comportamientos sin premeditación. El GTPfue reportado por la mayoría de jugadores de diferentes maneras e intensidades.Las experiencias de los jugadores fueron clasificados como intencionales yexperiencias automáticas. El análisis de las narraciones muestra como los jugadoresintegran los videos juegos en su vida diaria. Ellos usan los videos juegos parasoñar despiertos y como un medio para interactuar con otros, sin embargo lasexperiencias en el juego se han manifestado como pensamientos intrusivos,sensaciones, impulsos, reflejos, ilusiones ópticas y en algunos casos hanresultado en conductas automáticas y disociación. También se encontró quealgunos jugadores perciben el mundo como un lugar peligroso, desensibilizacióna la violencia, contenidos de agresión y comportamientos riesgosos.


Place, publisher, year, edition, pages
2010. , 68 p.
Keyword [en]
game transfer phenomena, video game effects, hypnagogia, hallucinations, immersion, young people fantasies, dissociacion, media influence
National Category
Educational Sciences
URN: urn:nbn:se:su:diva-59225OAI: diva2:425850
2010-08-18, Stockholm, 10:00 (English)
Social and Behavioural Science, Law
Available from: 2011-11-10 Created: 2011-06-22 Last updated: 2011-11-10Bibliographically approved

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