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Game Transfer Phenomena in Video Game Playing: A Qualitative Interview Study

Volume 1, Issue 3. Copyright © 2011. 19 pages.
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DOI: 10.4018/ijcbpl.2011070102, ISSN: 2155-7136, EISSN: 2155-7144
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MLA

Ortiz de Gortari, Angelica B., Karin Aronsson and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing: A Qualitative Interview Study." IJCBPL 1.3 (2011): 15-33. Web. 21 May. 2012. doi:10.4018/ijcbpl.2011070102

APA

Ortiz de Gortari, A. B., Aronsson, K., & Griffiths, M. (2011). Game Transfer Phenomena in Video Game Playing: A Qualitative Interview Study. International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 1(3), 15-33. doi:10.4018/ijcbpl.2011070102

Chicago

Ortiz de Gortari, Angelica B., Karin Aronsson and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing: A Qualitative Interview Study," International Journal of Cyber Behavior, Psychology and Learning (IJCBPL) 1 (2011): 3, accessed (May 21, 2012), doi:10.4018/ijcbpl.2011070102

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Abstract

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.
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