Game transfer phenomena as a particular form of involuntary cognitions: The role of internet gaming disorder, and other psychopathological and cognitive predictors
Julio C. Llamas-Alonso , Lia Kvavilashvili , George Georgiou , Angelica B. Ortiz de Gortari
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引用次数: 0
Abstract
Game Transfer Phenomena (GTP) refer to the involuntary transfer of video game experiences into the real world, which can manifest as altered sensory perceptions, automatic thoughts, and behaviours. This study aimed to examine whether GTP shares characteristics with other spontaneous cognitive phenomena, such as daydreaming and mind-pops. Additionally, it explored schizotypal traits and working memory capacity, which have been linked to involuntary cognitions, as well as game-related variables (e.g., Internet Gaming Disorder), psychological distress, and impulsivity as potential predictors of GTP. A total of 352 players (Mage = 25.38, SD = 5.90; 76 % male) participated by completing online questionnaires and working memory tasks. Hierarchical multiple regression analysis revealed that GTP was significantly predicted by Internet Gaming Disorder, positive schizotypy, daydreaming, mind-popping, anxiety, and motor impulsivity. Further mediation analysis showed that positive schizotypy and mind-popping partially mediated the relationship between Internet Gaming Disorder and GTP. These findings highlight, for the first time, the importance of psychopathological traits and the frequency of involuntary cognitions in predicting one’s susceptibility to GTP. They also contribute to the theoretical understanding of GTP by suggesting that GTP may belong to a broader category of involuntary cognitive phenomena.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.