Outlining Theoretical Underpinnings of Game Transfer Phenomena
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Date
2024
Journal Title
Journal ISSN
Volume Title
Publisher
Interactive Media Institute
Abstract
Research has investigated the impact of video game play on cognitive processes and perceptions during and after gaming. These studies have primarily focused on cognitive functions such as perception, attention, working memory, and skill transfer. However, little attention has been paid to the short-term effects of gaming. Research on Game Transfer Phenomena (GTP) has emerged as a comprehensive, multi-modal approach to examining the temporary changes in sensory perception, cognition, and self-agency directly linked to video game experiences. GTP manifestations involve suddenly re-experiencing images, sounds, haptics, and perceptual distortions of surroundings, objects, and the body perception after gaming. These experiences typically happen while being awake and are triggered by internal (thoughts) or external stimuli associated with the game. The prevalence of GTP ranges from 74.8% to 96% (in a 12-month period). However, GTP occurrences are mostly infrequent. Most GTP cases are reported by gamers without a history of substance use or mental disorders. After reviewing the literature on GTP (32 studies, N>8,000) and related phenomena, seven theories were formulated, partially supported by the current knowledge about GTP. The postulated theories were categorized into three groups: 1) Vulnerability factors include susceptibility to cognitive and sensory phenomena, hypersensitivity, low working memory capacity, and tendency to experience mind-wandering. 2) Mechanisms underlying GTP involving priming mechanisms, associative learning, selective attention to game-related cues, predicting errors, disinhibition of visual processors, neurotransmission dysregulations, sensory sensitivity, and neural adaptations. 3) Risk involving GTP due to their potential disruptive nature and its contribution to the symptomatology of gaming disorder.
Description
Keywords
Game transfer phenomena, video games effects, involuntary cognitions
Citation
"Annual Review of Cybertherapy And Telemedicine", 2024, Vol. 22, pp. 45-50