Video games, dream bizarreness, and creativity
IJoDR
The relationship between video game play, dream
bizarreness, and creativity
Jayne Gackenbach and Raelyne Dopko
Department of Psychology, Grant MacEwan University, Edmonton, Canada
Summary. Past research has shown that high-end video game play is associated with bizarre dreams (Gackenbach, Kuruvilla, & Dopko, 2009a). The purpose of this study was to determine if the higher bizarreness in gamers’ dreams could be
replicated and if so, to inquire if it is due to the unusual worlds they are exposed to during video game play, or to higher
creativity. Through a questionnaire, a two-week dream diary and face-to-face administration of two creativity tests, this
study partially replicated the bizarreness advantage associated with gaming previously found. This time number of hours
playing a video game the night before was controlled. It was also found that video game play history is related to igural
creativity. The positive bizarreness, gaming, creativity association was partially conirmed for males while video game
play was associated negatively with bizarreness for women with no creativity link. In separate and joint factor analyses
of the major variable clusters (i.e., media use including gaming, bizarreness, and creativity) it was clear that any associations were to gaming and not to other media use the day before the dream.
Keywords: video game, dream, dream bizarreness, creativity, Torrance Tests of Creativity, electronic media, dream content analysis
1.
Introduction
Our world today revolves around technology. This technology (such as computers and cell phones) affects even our
basic cognitive abilities like writing and mathematics (Sternberg & Preiss, 2005). For instance, it takes more cognitive
effort to review writing documents using a word processor
than by longhand (Kellogg & Mueller, 1993). However, little
research has examined the effect that technology has on
consciousness. The most technologically demanding and
psychologically absorbing experience of technological mediation on mental functioning is video game play. A video
game is played on a digital device either at the arcades, on
the Internet, on a game console, or with a handheld unit
(Baranowski, Buday, Thompson, & Baranowski, 2008). Video games can be played alone or interactively. In America,
72% of households play computer or video games (Entertainment Software Association, 2012). It has been shown
that, at the very least, video games affect mental functions.
For instance, higher levels of nonverbal problem solving in
the specialized cognitive ability of visual-spatial information processing are emerging in people who play video
games (Greenield, 1996; Subrahmanyam, Greenield,
Kraut, & Gross, 2001). But much of the past research on
video games has focused on the potential negative consequences like aggression (Anderson & Dill, 2000; Anderson,
Corresponding address:
Prof. Jayne Gackenbach Department of Psychology, Grant
MacEwan University, 10700-104 Ave., Edmonton, Canada
T5J 4S2.
Email: gackenbachj@macewan.ca
Submitted for publication: March 2011
Accepted for publication: September 2011
Berkowitz, Donnerstein, Huesmann, Johnson, Linz, Malamuth, & Wartella, 2003) and addiction (Grusser, Thalemann,
& Grifiths, 2007). Research is now suggesting that playing video games can produce positive beneits, especially in the realm of cognitive abilities (Sims & Mayer, 2002).
Among other effects, video games have been found to impact elements of consciousness. For example, video games
positively affect psychological absorption (Wood, Grifiths,
Chappell, & Davies, 2004; Glicksohn & Avnon (1997-1998),
low (Voiskounsky, Mitina, & Avetisova 2004; Choi & Kim,
2004; Chou & Ting, 2003) attention (Green & Baveller, 2003;
Boot, Kramer, Simons, Fabiani, & Gratton, 2008), and most
recently dreams (Gackenbach, 2006; 2008; et al., 2009b).
The purpose of this research was to examine the role that
video game play has on (bizarre and non-bizarre) dreams
and creativity.
Research has demonstrated that video games impact
dreams. For instance, Gackenbach et al. (2009b) found
that high-end gamers had a higher number of dead and
imaginary characters in dreams. This led to an inquiry about
dream bizarreness and how it relates to video game play
history (Gackenbach, Kuruvilla, & Dopko, 2009a). Bizarre
features in dream are deined as the “impossible, unlikely
and inconsistent features in dreams” (Revonsuo & Salmivalli, 1995, p. 169). According to these authors there are three
types of bizarre features in dreams. They can be classiied
as 1) discontinuous; where something suddenly appears,
disappears, or transforms, i.e. my dog turned into a robot 2)
vague; where a feature (such as location) is unknown 3) incongruous. The incongruous elements are further classiied
as distorted, exotic, or impossible. Distorted elements have
one feature that is not consistent with waking i.e. my house
was larger in my dream than in real life. Exotic elements are
possible but unlikely i.e. I was in a spaceship. Finally, impossible elements are those that are not possible i.e. I was
ighting an alien on Planet Mars.
Although dreams are sometimes illed with these bizarre
International Journal of Dream Research Volume 5, No. 1 (2012)
23
IJoDR
Video games, dream bizarreness, and creativity
features, they occur less often than previously thought. In a
re-analysis of a previous data set, Domhoff (2007) demonstrated that dreams (in the laboratory and outside laboratory settings) are more rational than previously suggested.
Dreams are now thought to resemble the realistic simulation of waking life in both the number of scene changes
and the number of thought disruptions. In terms of whether
bizarre elements in dreams have igurative meaning or are
just the result of cognitive laws, the information available
to date suggests that some unusual elements in a dream
series probably have igurative meaning, but that many others do not. In the Gackenbach, Kuruvilla and Dopko (2009a)
study, dream bizarreness was examined as a function of
video game play history. Consistent with Domhoff (2007),
they found that gamers, both high- and low-end, had more
non-bizarre elements than bizarre ones. However, of the
bizarre elements, high-end gamers’ dreams were coded
as containing more incongruent and vague elements than
low-end gamers. No gamer group difference was found for
discontinuous elements. Revonsuo (2006) points out that
discontinuous elements in dreams illustrate that these:
transformations prefer to take routes where the underlying activation patterns slide smoothly across the networks
of sensory and semantic features, instead of jumping
abruptly from one type of object to an object belonging
to a completely different or arbitrary category. (p. 245)
Thus, a wider network of connections, which is hypothesized as one reason for higher-end gamer incongruent
dream bizarreness, would not be expected to be evidenced
in the discontinuous scores.
Given this high-end gamer advantage in some types of
dream bizarreness, the question becomes why. The irst and
most obvious reason is because gamers are submerged in
strange worlds during the day in their video game play. Thus,
all we are seeing here is straight dream incorporation of
daytime activities. However, the subjects themselves rated
whether there was any reference to electronic media in the
dreams that were content-analyzed in this study and there
were no gamer group differences. This inding is especially
interesting in the context of the signiicantly higher electronic media exposure that the high-end gamers reported from
the day prior to the dream. One might conclude that despite high-end gamers being exposed to more bizarre media elements while awake, there was no group difference in
morning after reports of media content in the dreams. This
weakens the reasoning that bizarre dream content is purely
a function of waking exposure to bizarre media (Gackenbach , Kuruvilla, & Dopko, 2009a).
An alternative reason for the higher bizarreness in gamers’
dreams may be due to the nature of their semantic networks.
Speciically, Revonsuo and Salmivalli (1995) state that:
One possible way to understand the underlying mechanisms of dream incongruity is to think of them in terms of
connectionist networks (Antrobus, 1993). During dreaming there is no sensory input to constrain the possible
combinations of activation patterns, which may result
in an atypical coniguration of activation in the network.
Such activation could be relected in subjective experience as incongruous dream imagery. (p. 183-184)
One might argue that a more diverse network allows for
more incongruous dream bizarreness. This interpretation
is consistent with other research on high-end video game
24
players who have been found to evidence a variety of cognitive type skills, which may implicate more diverse neural
networks. Henderson (2005) summarized these differences
and concluded that gamers showed advances in choice
reaction time, spatial relations ability, spatial visualization,
perceptual speed, scientiic problem solving skills, intelligence, reasoning inductively and deductively, reasoning
meta-cognitively and relective decision making. Such diverse networks may also lead to higher creativity.
Creativity is “the ability to produce work that is both novel (i.e., original, unexpected) and appropriate (i.e., useful,
adaptive concerning task constraints)” (Sternberg & Lubart,
1999, p. 3). Several studies link the degree of bizarreness in
dreams to waking measures of imaginative creativity (Hunt,
1989). Adelson (1974) found that college girls who had more
creative dreams were also advanced students in creative
writing classes. Schecter, Schmeidler, and Staal (1965)
found that university students in an arts program recalled
more imaginative dreams compared to students enrolled in
science or engineering.
In 1989, Wood, Sebba, and Domino identiied four theories
in psychology that link creativity with dreams. The irst was
psycho-dynamically theories (such as Freud) that thought
dreams and creativity both involved unconscious thoughts
breaking into consciousness. Next, according to these authors, researchers (such as Jung) believed that individuals
who were imaginative during the day were also imaginative
during their sleep. Third, cognitive theorists stated that waking reality and dreams both need more imagination and a
larger semantic network to be creative. Finally, the physiologically based activation synthesis theorists believe the
brain is active during sleep and therefore, can creatively
solve problems.
The present study examined the relationship between
dream bizarreness, creativity and video game play and built
on research conducted by Gackenbach, Kuruvilla, and Dopko (2009a). This study examined if the gamers’ dreams are
more bizarre because they are exposed to bizarre stimuli
while gaming during their waking hours, or are gamers more
creative and thus do they have richer semantic networks,
which allow for more bizarre dream elements?
1.1. Hypothesis
First, high video game players will report using more media
compared to low video game players. Media will be analyzed by audio (MP3, radio, cell phone), video (TV, movies)
and interactive (computer, internet, video games). Second,
high video game players dreams will be most affected by
their interactive media use. Third, this study will replicate the
interaction Gackenbach, et al (2009a) found between gamer
group and dream bizarreness. Speciically, while both high
and low video game players had more nonbizarre than bizarre elements, within the bizarre elements high end gamers
had more in their dreams (as analyzed from the judges’ coding analysis) compared to low video game players. Fourth,
this study will extend the dream bizarreness and video game
play relationship reported from Gackenbach, et al (2009a)
by examining its potential relationship with creativity. It is
hypothesized that high-end gamers will have higher scores
on igural creativity. However, high end gamers will not have
higher verbal creativity because video games have only
been show to increase visual-spatial skills and nonverbal
problem solving (Greenield, 1996; Subrahmanyam, Greenield, Kraut, & Gross, 2001) but not verbal problem solving.
International Journal of Dream Research Volume 5, No. 1 (2012)
Video games, dream bizarreness, and creativity
Fifth, when all three variables are combined (video game
play, dream bizarreness, and creativity) dream bizarreness
will be associated with creativity for high-end gamers.
2.
Method
2.1. Participants
The participants for this study were selected from the introductory psychology pool at a western Canadian university
that was comprised of approximately 2000 students. They
were given course credit for participating. From this sample, 437 students illed out the pre-screening questionnaire
completely. The participants were asked about their gaming habits and dream recall abilities in this questionnaire.
Subject selection was based upon several video game history questions and dream recall questions. As in previous
research (Gackenbach, 2006), video game playing history
groups were identiied along four dimensions: frequency of
game play, length of play, and number of games played,
and age when the participant started playing, with younger
starts being coded higher. The subjects’ responses to the
four video questions were converted to z scores and then
summed and ranked. The upper and lower thirds were selected. All of these who had high dream recall were invited
to the orientation session for the study. Of the potential 150
participants, 67 attended the orientation session and signed
the consent forms.
Fifty-two participants completed the entire study. There
were 20 high video game players (12 female, 8 males) and
33 low video game players1 (28 females, 4 males). The age
range was 17 – 46 years old. The mean age for low-end
gamers was 21.9 (SD = 6.6) and the mean age for high-end
gamers was 20.94 (SD = 3.56).2
2.2. Materials
Pre-screening Inventory: These questions have been
used in various research projects conducted by this group
(summarized in Gackenbach, 2008). They include basic demographics (sex, age) as well as video game playing related
questions and dream recall background.
Creativity Tests: The Torrance Test of Creative Thinking
(TTCT, Torrance, 1974; 1998; Torrance & Safter, 1999) was
chosen to measure creativity in this study because it is suitable for group use, appropriate for all ages, and simple to
score (Swartz, 1988). Both the verbal and igural creativity
tests were administered to participants because past research has shown that video gamers have higher spatial
skills compared to non video game players (Green & Baveller, 2003; Sims & Mayer, 2002). The verbal creativity test is
completed by hand on paper and takes approximately 45
minutes to complete. It uses six word-based questions to
measure three aspects of creative thinking: luency, lexibility, and originality. The igural creativity test is also completed by hand on paper and takes approximately 30 minutes
to complete. It uses three picture-based exercises to measure ive aspects of creative thinking: luency, originality, abstractness of titles, elaboration and resistance to premature
closure. The TTCT shows acceptable inter- and intra-scorer
reliability (α > .90) and test-retest reliabilities (r = .93 for verbal, r = .50 for igural; Swartz, 1988). Although the igural
test-retest reliability is lower, this was over variable sample
sizes and ages. Also, the TTCT is the standard tool used to
measure creativity, which speaks to its validity.
IJoDR
Dream and Media Use Instrument: When respondents
signed onto the online dream collection site, they were given these instructions regarding how to report their dream
from the night before. The instructions are a slight adaptation from the instructions suggested by (Schneider & Domhoff, 2008):
We would like you to write down the last dream you
remember having from last night. Please describe the
dream exactly and as fully as you remember it. Your report should contain, whenever possible: a description
of the setting of the dream, whether it was familiar to
you or not; a description of the people, their age, sex,
and relationship to you; and any animals that appeared
in the dream. If possible, describe your feelings during
the dream and whether it was pleasant or unpleasant. Be
sure to tell exactly what happened during the dream to
you and the other characters.
Following the dream collection, participants were instructed to ill out a questionnaire asking about their media
use the day before the dream and how they think it might
be related to the dream they reported. Items on this inventory asked about type of media used (i.e. cell phone usage, television, video games) and relevance to the dream
reported (i.e. I talked on the phone to my friends right before
I went to sleep and dreamt about them) as well as questions
about which elements of the dream seemed bizarre to them.
This is because an element may be bizarre to the dreamer
but not appear so to the judge and vice versa (Revonsuo &
Salmivalli, 1995).
Dream Content Analysis for Bizarreness: The content
analysis was conducted using the system developed by
Revonsuo and Salmivalli (1995). This method is a cognitively motivated content analysis, which distinguishes between dream elements and whether they are bizarre or nonbizarre. First, elements are identiied into one of the fourteen
contents (self, cognition, place, sensory experiences, time,
objects, persons, events, animals, emotions, body parts,
language, plants, and actions). Second, these elements are
coded as either non-bizarre or bizarre. As described earlier in the introduction, these bizarre elements can either be
discontinuous, vague, or incongruous elements. This last
category is further classiied as distorted, exotic, or impossible. Two judges were trained on this method and reached
80% agreement in scoring before they began coding all the
dreams.
2.3. Procedure
All potential research participants were invited to take a
pre-screening inventory that asked about their video game
play and dream recall history. Those who were eligible to
participate in the study were then contacted via phone or
email and invited to attend an orientation session. At this
session they completed the consent form and were introduced to the online procedures for recording their dreams.
The participants had the opportunity to receive a 6% increase to their introductory psychology course grade. The
irst 2% came from participants signing onto the online
dream diary at least ive times per week for the irst week,
the next 2% were earned if the participants signed onto the
online dream diary ive times in the second week, and the
last 2% is earned if the participants completed the creativity tests in a laboratory setting. The participants were told
International Journal of Dream Research Volume 5, No. 1 (2012)
25
IJoDR
Video games, dream bizarreness, and creativity
they would still receive the credit if they simply signed in
and then signed off without reporting a dream or illing in
the questionnaire; thus all responses were voluntary. It was
also explained, however, that they would not be eligible to
participate in the laboratory part of the research unless they
fulilled the two week dream diary sign-in requirement. Additionally, a list of dream-recall tips were handed out and
briely reviewed.
This online dream diary was managed by the Department
of Psychology at a western Canadian university. This system recorded who signed into the system each day and the
time. The participants were allowed to sign into the system
and record their dreams anytime during that day but before
midnight. Subjects were also required to keep these dream
diaries for ten of fourteen nights during the subsequent
2-week period following the orientation session. They were
instructed to type out their dreams in as much detail as possible. Participants were asked to complete a questionnaire
about their previous day media-use experiences, whether or
not they reported a dream. If relevant, participants were also
asked to comment on the relevance of the media to their
dreams and on any parts of the dream they found bizarre.
The participants had a 24-hour time period to type out
their dream from the night before and submit it online. This
timeline ensured that even the late afternoon risers would
have time to complete the online component. After 24 hours
the online session closed and the participants were no longer able to submit any dreams from that 24-hour period.
Email reminders were sent out to all participants two to
three times a week to ensure they were signing on to the
system. After the two-week dream diary collection period
was complete, participants who signed onto the system at
least ive times in each of the two weeks were invited to
attend a laboratory session in order to take the creativity
tests. During the laboratory sessions (comprised of 6-12
students) the verbal and igural creativity tests were completed in counterbalanced order. After this, the participants
were debriefed. If participants did not complete both weeks
of the online dream diary participation, they were emailed
the debrieing statement.
3.
Results
Data from the dependent variables will be shown in terms
of three conceptual clusters: media use (e.g., video game
play), dream bizarreness, and creativity. The study analyzed
media use from the participants’ self-reports of audio media, video media, and interactive media. The dream bizarre
elements of the dreams were examined from the particiTable 1. Descriptive Statistics for Average Media Used
before Dreams.
Gamer group
M
SD
N
Sum audio media
use predream
Low
5.24
1.19
32
High
5.50
1.88
20
Sum video media
use predream
Low
3.66
.92
32
High
3.12
.96
20
Sum interact media
use predream
Low
3.40
1.07
32
High
4.16
1.13
20
26
pants’ subjective point of view (i.e., they were asked to indicate the elements of their dream they found to be unusual
for them) and from a judges’ point of view (using Revonsuo
& Salmivalli’s Content Analysis of Bizarre elements, 1995).
Lastly, participants’ creativity was assessed using the Torrance Test of Creative Thinking (both the verbal and igural
tests). Finally, the interrelationships between dream bizarreness, video game play, and creativity were examined.
There were two ways to view the data collected in the
daily dream diaries, dreams as individual cases or means
across dreams for each subject. The former gives many
more data points than the latter, but due to the extremely
uneven participation of subjects (i.e., could range from one
to 14 dreams) it confounds independent and dependent
variables. Therefore, for each analysis initially means per
person are considered and then as conceptually justiied
dreams as cases are considered with a mixed model approach.
3.1. Media Use/Video Game Play Analyses
Several inquiries about media use the day before the dream
were included in the post dream recording questionnaire.
These were combined into conceptual groupings: audio
media included phone, CD/MP3, and radio; video media included TV/DVD and movie attendance; and interactive media which included computers/internet and video games. A
gamer group MANCOVA, with sex of subject as the covariate3, was computed on audio, video and interactive media
use averaged across dream diary entries for each person.
There was a gamer group main effect [Wilks’ Lambda =
.799, F(3,47) = 3.95, p=.04, partial eta squared = .20]. The
means and standard deviations are portrayed in Table 1.
Two of the three types of media were higher for the gamer
group while the third type, video media, was the opposite.
Gamer groups were also compared in terms of the media
they reported using the day before the dream which they
thought might be relevant to the dream. Media types were
again collapsed into three categories: audio, video, and interactive. In order to determine self-reported media impact
on dreams as a function of gamer group and type of media
another 2 (gamer group: high vs. low) X 3 (type of media: audio, video and interactive) MANCOVA was calculated with
sex of subject and total media used as covariates. Total media use was included so that shear amount of media consumption could not be pointed to as an explanation in case
there were any affects. There were no main effects or interactions for self-reported possible media impact on dreams
averaged across all dreams for each person.
Due to the primacy of interactive media, especially video
game play, and the selection of subjects based on their
video game history, the remaining dream bizarreness and
creativity analyses will focus on video game play. That is,
when number of hours playing a video game the day before the dream averaged across all dream diary entries per
person was compared across gaming groups, the high end
group reported signiicantly more (F(1, 49) = 4.866, p=.032,
partial eta squared = .09). The high end gamer group reported on average almost an hour of play across all dreams
collected (M=.7877, SD=.8319, N=20) while the low gamer
group played almost not at all (M=.1574, SD=.4437, N=32).
This both veriies the selection of the groups and justiies
a control for day before game play effects in subsequent
analyses.
International Journal of Dream Research Volume 5, No. 1 (2012)
Video games, dream bizarreness, and creativity
IJoDR
Table 2. Mixed Model Univariate ANCOVA’s for Gamer Group X Sex of Subject with Hours Played Video Game Day
before the Dream and Number of Words in the Dream as Covariates on Various Judges and Dreamers
Bizarreness Ratings.
Variable
F-values
M
SD
Nonbizarreness:
Sex of Subject
F(1, 349)= 8.419, p=.004,
partial eta squared = .024
Male = 0.724
Female = 0.935
.058
.044
Distorted Mean:
Sex of Subject
F(1, 349)= 5.696, p=.018,
partial eta squared = .016
Male = 0.089
Female = 0.138
.016
.012
Impossible Mean:
Video Game Group
Sex of Subject
Game Group x Sex
F(1, 349)= 4.226, p=.041,
partial eta squared = .120
F(1, 349)= 3.130, p=.078,
partial eta squared = .010
F(1, 349)= 4.743, p=.030,
partial eta squared = .013
Low gamer male = 0.027
Low gamer female = 0.035
High gamer male = 0.106
High gamer female = 0.032
.024
.010
.017
.020
Discontinuous Mean:
Game Group x Sex
F(1, 349)= 4.299, p=.039,
partial eta squared = .012
Low gamer male = 0.003
Low gamer female = 0.009
High gamer male = 0.008
High gamer female = 0.006
.003
.001
.002
.002
3.2. Dream Bizarreness Analyses
The number of dreams reported in the dream diaries over
the two weeks did not differ as a function of gamer group
(t(50)=1.24, ns), thus conirming that individuals with high
dream recall were equally distributed across groups. The 32
low-end gamers reported on average 6.22 dreams over 14
nights with a standard deviation of 3.23. The 20 high-end
gamers reported 5.20 dreams on average over 14 nights
with a standard deviation of 2.19. Although the research
literature is somewhat mixed about whether or not control
for word count when doing bizarreness content analysis
is important conceptually (Hunt, 1989; Antrobus, 1993),
when sex and number of hours of play were controlled for
there were no group differences in words per dream (F(1,
48)=.066, ns) nor when sex and hours played were not covariants (F(1, 48)=.032, ns). However, due to the conceptual
issue regarding dificulty in explaining bizarre content in few
words dream word count was used as a covariate in the
bizarreness analyses.
Self Identiied Unusual Dream Components. Each subject
was asked to identify elements of their dreams which were
unusual for them. Of the 359 dreams that were coded, 241
had comments left explaining something about their dream
as unusual in their eyes. An ANCOVA for gamer group with
sex of subject, number of words per dream and number of
hours played video games the day before the dream (i.e.,
game play hours, GPH) as covariates was calculated on
the total number of unusual comments per dream averaged
across dreams for each subject. Instructions were to describe one element per comment line, up to 10 lines/dream.
There was no gamer group differences in mean number of
comments left about self-perceived unusual dream content
(F(1,48)=2.84, ns). High end gamers reported on average
4.90 unusual elements in their dreams (SD=2.34) while low
end gamers reported 5.97 such elements (SD=3.24). In other words, whether or not one plays video games people still
see their dreams as unusual to the same extent.
Judges Dream Bizarreness Evaluations. From the 67 par-
ticipants who completed various portions of the study, there
were 688 dream entries over a two-week period. Of those,
247 did not enter any dream but logged on in order to get
course credit. The remaining 441 entries were used in subsequent analyses with various proviso’s (i.e. unanswered
questions were dropped; entries with dreams that were under 40 words were dropped, etc.). These adjustments left
353 dreams, 231 were from low-end gamers, and 122 were
from high-end gamers.
Unlike the previous analyses where means per person
were utilized in these analyses a mixed method approach
was undertaken for dreams as cases. Because of the extremely uneven cell sizes of gamer group x sex of subject,
some individuals contributed 14 dreams while others as few
as one dream, a mixed method analysis accounts for the
number of responses. Thus the independent with the dependent variables are not confounded. A series of univariate
mixed model analyses were undertaken with gamer group
and sex of subject as the independent ixed variables. Covariates were number of words in the dreams and number of
hours having played video games the day before the dream.
The second covariate, total hours played, was included to
control for any explanations of group differences in dream
bizarreness as due to being exposed to more gaming. As
noted in the previous section, there was a gamer group difference in the amount of media reported, including game
play hours, as used prior to the dream, which favoured high
end gamers. With these controls, any bizarreness differences in the dreams of gamers versus those who rarely game
should not be explainable by these potential confounds because each is controlled for by being a covariate.
For each analysis, a Bonferroni adjustment for multiple
comparisons was used. The signiicant indings are portrayed in Table 2. Non-signiicant results were found for the
sum of all judges bizarreness assessments as well as for
some speciic judges assessments: exotic mean, incongruous mean (i.e., distorted, exotic, and impossible), and vague
mean.
International Journal of Dream Research Volume 5, No. 1 (2012)
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Video games, dream bizarreness, and creativity
Table 3. Varimax rotated factor matrix on dream recall, media use and dream bizarreness variables.
Factors (percentage of variance)
1 (15.9)
2 (15.3)
3 (9.6)
4 (8.43)
5 (7.67)
6 (7.53)
7 (6.45)
Genre played most*
.821
-.182
-.147
-.086
.018
.002
-.225
Hours played video game predream
.838
-.060
-.033
.092
.134
.009
-.114
Game history sum of z-scores
.785
-.093
.032
.062
-.225
.056
.317
Phone use predream
-.076
-.085
-.011
.709
.275
-.025
.086
CD/MP3 use predream
-.033
.076
.100
.839
-.139
-.016
-.109
TV/DVD use predream
-.156
.119
.123
.058
.843
.045
-.182
Computer/internet use predream
.135
.068
-.289
.184
.265
.723
-.081
Radio use predream
.025
-.020
-.528
.414
.021
.218
-.036
Movie theatre use predream
.406
.100
-.139
.058
.504
-.021
.306
Sex of subject (1=M;2=F)
-.637
.268
-.195
.296
.083
-.061
-.173
Number of dreams reported in diary
-.105
.365
.084
-.185
.133
.389
.397
Dream recall sum of z-scores
.015
-.080
-.006
-.008
-.082
-.049
.850
Average number of words in dreams
-.042
.872
.085
.015
-.075
.284
-.019
Discontinuous bizarre mean
.078
.775
.270
-.006
-.052
-.061
-.087
Vague bizarre mean
.055
.098
.300
-.113
-.217
.704
.010
Distorted incongrous bizarre mean
-.245
.741
-.039
.004
.294
-.230
-.044
Exotic incongrous bizarre mean
.128
.354
.765
.088
-.108
.201
-.145
Impossible incongrous bizarre mean
.640
.294
.440
-.167
-.121
.126
-.026
Average of sums of unusual elements in dreams
-.068
-.164
.679
.275
.333
.020
.136
Nonbizarre mean
-.245
.775
-.180
-.008
.152
.285
.105
*Genre played before dream (0=nonplayed, 1=casual, 2=hardcore, i.e. action, irst person shooter, massively multiplayer, etc.)
It can be seen that for two of the four signiicant bizarreness variables it was sex of subject alone that accounted
for the inding, while in two cases video game play was
either a main effect and/or combined with sex of subject.
Judges perceptions of dream bizarreness resulted in two
indings. The impossible dream elements were no different as a function of gamer group for women but considerably higher among men for the high end gamers than the
lows. The overall impossible coding was low for all women
and non-gaming men, which of course accounted for the
main effects. There was also an interaction for discontinuous bizarre dream content as assessed by judges. This one
was slightly different than the previous interaction. Here the
marker group was the low gamer males who had the least
discontinuous elements in their dreams.
Due to the limits of the previous analysis (i.e., inability to
do multivariate analyses, lack of accounting for a wider variety of media and dream variables), and to further investigate any possible relationships between additional dream
bizarreness and media use variables, a factor analysis was
computed using a varimax rotation for people not cases.
The rotated factor matrix is portrayed in Table 3.
Seven factors loaded above the eigenvalue 1.0 accounting for 70.89% of the total variance. Factor loadings of .5
or greater were considered in interpretations of each factor.
The hypothesized relationship between gaming and dream
bizarreness was evident in the irst and most important fac-
28
tor which accounted for 15.9% of the variance. All the measures of video game play loaded positively with the judge’s
ratings of impossible incongruous dream bizarreness. It is
important to keep in mind that nongaming media use did
not load on this factor but that sex did, with males showing
this association.
One other factor loaded media use with dream bizarreness, factor 3. This factor accounted for 9.6% of the variance and loaded judge’s ratings of exotic incongruous bizarreness in dreams, subjects self-rating of unusualness
with a lack of radio time the day before the dream. The
second factor was characterized by number of words in
the dream and several dream bizarreness variables, both
present and absent. It accounted for 15.3% of the variance.
This is on the one hand the classic it takes more words to
describe bizarre dream indings but on the other hand nonbizarreness was also associated on this factor. Factor 4 was
simply phone use, while ive was movie theatre attendance
and TV/DVD viewing. One variable loaded on each of factors 6 and 7 as well.
As with Gackenbach, Kuruvilla, and Dopko (2009a), high
end gamers were found to evidence more of some forms of
bizarre content in their dreams, as determined by judge’s
ratings. This is not accounted for by other types of media
use the day before the dream.
International Journal of Dream Research Volume 5, No. 1 (2012)
Video games, dream bizarreness, and creativity
IJoDR
Table 4. Means and standard deviations for verbal creativity scores of high and low video game players
Low-End Gamers (n = 32)
High-End Gamers (n = 20)
Verbal factor
M
SD
M
SD
Fluency S.S.
104.47
16.67
104.30
16.52
Flexibility S.S.
103.41
16.21
100.40
21.71
Originality S.S.
118.72
14.72
115.20
19.76
Verbal Mean S.S.
108.38
15.63
108.85
12.87
Fluency N.P.
56.91
25.53
59.60
22.84
Flexibility N.P.
55.97
25.10
54.90
25.31
Originality N.P.
77.91
20.05
77.95
16.10
Verbal Mean N.P.
64.41
24.30
66.35
21.82
Note. S.S. stands for standard score and N.P. stands for national percentile
3.3. Torrance Test of Creativity
These analyses are done purely on people, not on cases
(i.e., dreams). Thus the small sample size of some cells
who actually participated in the creativity testing makes a
gamer group x sex of subject analysis impossible. Separate
Verbal and Figural creativity multiple analyses of variance
(MANOVA) were computed with gamer groups as the between subject independent variable. The various subscale
scores of the Verbal or Figural Torrance tests were the dependent variables. In each analysis a Bonferroni adjustment
was done.
A chi-square of sex of subject x gamer group on those
who took the creativity tests was signiicant (X2(1) = 13.04,
p<.0001). There were four males in the low gamer group and
12 males in the high gamer group. The females included
28 low gamers and 8 high gamers. While not ideal, it was
decided to use sex of subject as a covariate for the verbal
scale analysis only. Past research has found that females
outperform males on verbal creativity with this measure (DeMoss, Milich & DeMers, 1993). On the igural analyses, sex
was not controlled for because females and males usually
perform the same (DeMoss, Milich & DeMers, 1993).
None of the 19 scores on verbal creativity showed a gamer group difference. However the means for both groups for
the average standard score were above the average listed
in the TTCT manual (low end gamer mean= 108.65, high
end gamer mean= 107.24 compared to the average standard score= 102.0). On the national percentile, both groups
Table 5. Means and standard deviations for igural creativity scores of high and low video gamers
Low-End Gamers (n = 32)
Figural factor
High-End Gamers (n = 20)
M
SD
M
SD
Fluency S.S.
106.59
12.19
115.00
16.30
Originality S.S.
106.84
14.22
116.50
16.19
Elaboration S.S.
94.22
18.22
101.00
25.54
Abstractness S.S.
108.69
19.55
123.20
20.35
Resistance S.S.
92.34
12.71
93.70
18.09
Fluency N.P.
61.75
20.23
71.80
22.99
Originality N.P.
60.22
22.31
74.10
23.51
Elaboration N.P.
41.09
28.51
49.35
34.50
Abstractness N.P.
62.50
27.98
79.30
24.50
Resistance N.P.
37.31
19.80
42.60
25.50
Figural Bonus
9.56
3.60
9.80
3.16
Figural S.S.
101.75
9.79
109.90
12.59
Figural Index
111.00
11.68
119.40
14.11
National Percentile
53.31
69.40
67.38
27.82
Note. S.S. stands for standard score and N.P. stands for national percentile
International Journal of Dream Research Volume 5, No. 1 (2012)
29
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Video games, dream bizarreness, and creativity
Table 6. Varimax rotated factor matrix on media use and creativity variables.
Component (percentage of variance)
1 (18.4)
2(15.6)
3(12.3)
4(8.5)
5(8.0)
6(7.3)
7(7.0)
Genre played most *
.817
.017
.116
-.105
-.138
.039
.103
Game history sum of z-scores
.607
-.077
.163
.026
-.545
-.069
.380
Hours played video game predream
.933
.046
.063
.058
.076
.112
.054
Sex of subject (1=M;2=F)
-.636
.107
-.150
.113
.160
.347
.026
Video game played predream
.940
.048
.067
-.004
.084
.111
.033
Phone use predream
-.077
-.008
-.009
.812
.129
-.018
.260
CD/MP3 use predream
-.026
.180
-.040
.753
-.055
.248
-.201
TV/DVD use predream
-.091
.074
.040
.114
.842
-.004
.227
Computer/internet use predream
.142
-.261
.197
.122
.263
.512
.148
Radio use predream
-.012
-.019
.031
.085
-.073
.915
-.018
Movie theatre use predream
.236
.088
.149
.036
.192
.106
.715
Verbal luency converted to standard score
.005
.915
.232
.142
-.006
-.110
.033
Verbal lexibility converted to standard score
.067
.947
-.008
-.010
.032
.009
.059
Verbal originality converted to standard score
-.050
.947
.107
.040
.023
-.035
.072
Figural luency standard score
.124
.135
.788
-.183
-.016
.126
.275
Figural originality standard score
.075
.167
.752
-.197
-.175
-.008
.112
Figural elaboration standard score
-.056
.370
.172
.235
-.472
-.167
.478
Figural abstractness standard score
.406
-.098
.611
.289
-.090
.001
-.385
Figural resistance to premature closure standard
score
.097
.106
.743
.313
.263
.048
-.006
*Genre played before dream (0=nonplayed, 1=casual, 2=hardcore, i.e. action, irst person shooter, massively multiplayer, etc.)
scored above the national percentile (low end gamer mean=
65.00, high end gamer mean= 63.81). The means and standard deviations for each of the verbal creativity scores is
presented in Table 4.
Another multiple analyses of variance (MANOVA) was
computed, with gamer groups as the between subject
variable, on 14 scores from the Figural TTCT. By chance
alone it would be expected that at least one test would
be signiicant, eight approached or reached conventional
levels of signiicance with a Bonferroni adjustment. Speciically, signiicant group differences were for the standard
score for luency (F (1,50) = 4.502, p = 0.039, partial eta
square = 0.083); the original national percentile (F (1,50) =
4.571, p = 0.037, partial eta squared= 0.084); the standard
score for originality (F (1,50) = 5.102, p = 0.028, partial eta
squared = 0.093); abstractness of titles national percentile
(F (1,50) = 4.870, p = 0.032, partial eta squared = 0.089);
and abstractness of titles standard score (F (1,50) = 6.573,
p = 0.013, partial eta squared = 0.116). The overall mean
standard score differed across groups (F (1,50) = 6.838, p =
0.012, partial eta squared = 0.120) as did the overall index
(F (1,50) = 5.419, p= 0.024, partial eta squared = 0.098) and
the national percentile (F (1,50) = 4.937, p < 0.031, partial
eta squared = 0.09). The means and standard deviations for
each igural score are presented in Table 5.
As with the bizarreness results, a factor analysis was
computed on basic verbal and igural creativity scores with
various media use variables and sex of subject. This was
30
done to extend the creativity indings beyond the gaming
history data to other media use the day before the dream.
As before the media use variables are averaged across all
dreams reported per subject. The varimax rotated factor
matrix is portrayed in Table 6.
In this factor analysis six factors loaded above the eigenvalue of 1.0. Interpretation in this case used loadings
above .4. The irst factor showed the expected relationship
between various video game play measures and one igural
creativity score for males. The other media used the day
before the dream (i.e., these are averages for each person)
were not so associated. The second factor was verbal creativity alone. While the third factor described igural creativity. Not until the ifth and seventh factors was there again a
relationship between media use and creativity. In both cases
it was igural creativity. In factor 5 the lack of gaming history
and watching TV/DVD the day before a dream was associated with a lack of igural elaboration. On factor 7 seeing
a movie the day before a dream was positively associated
with igural elaboration.
To summarize this set of analyses on creativity scale
scores, there were no group differences for verbal creativity but there was a difference for igural creativity favouring
gamers. The relationship of creativity to other media use
was either non-existent or mixed.
International Journal of Dream Research Volume 5, No. 1 (2012)
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Video games, dream bizarreness, and creativity
Table 7. Factor Analysis of Selected Video Game, Media Use, Dream Bizarreness and Creativity Variables as a Function of
Individuals.
Component (percent of variance)
Genre played most *
1(15.4)
2(15.1)
3(9.0)
4(8.0)
5(7.5)
6(7.0)
7(7.0)
.848
-.133
-.046
.029
-.067
.042
-.195
Game history sum of z-scores
.821
.001
-.007
-.146
.041
-.119
.283
Mean # hrs played video game before dreams
.820
-.013
.042
.125
.083
.136
-.171
Sex of subject (1=M;2=F)
-.675
.150
-.027
.038
.305
.196
-.122
Phone use predream
-.054
-.161
.097
.300
.758
.001
.060
CD/MP3 use predream
-.044
.127
.136
-.151
.826
.095
-.117
TV/DVD use predream
-.233
.051
.300
.730
.015
.138
-.324
Computer/internet use predream
.176
.165
-.286
.764
.093
-.046
.144
Radio use predream
-.022
-.022
-.043
.097
.128
.767
.010
Movie theatre use predream
.350
.064
.238
.324
.016
.362
.130
Average number of words in dreams
-.104
.890
-.182
.094
.106
-.013
.072
Dream recall sum of z-scores
.020
-.148
.154
-.067
-.020
-.022
.779
Number of dream reported in diary
-.104
.457
.118
.212
-.218
.114
.450
Discontinuous bizarre mean
-.004
.800
.051
-.096
-.038
-.025
-.195
Vague bizarre mean
.132
.333
-.403
.181
.078
-.469
.219
Incongrous overall bizarre mean
.109
.758
.243
.024
-.010
-.262
-.203
Average of sums of unusual elements in dreams
-.045
-.016
.639
.189
.171
-.473
-.055
Nonbizarre mean
-.300
.731
-.053
.261
-.021
.172
.202
Verbal creativity sum
-.001
.028
.743
-.074
.114
.076
.154
Figural creativity sum
.445
.105
.534
.010
.060
.082
.243
*Genre played before dream (0=nonplayed, 1=casual, 2=hardcore, i.e. action, irst person shooter, massively multiplayer, etc.)
3.4. Interrelationships between Variables
In this last section of the results the three variable clusters
will be interrelated using factor analysis and partial correlation. First in order to check if the number of hours playing
a video game, or the Entertainment Software Rating Board
(ESRB) ratings of that video game, could account for the
higher bizarreness ratings of the gamers a partial correlation
was computed for 33 dreams for which there was speciic information for a game which had been played the day before
the dream. The ESRB rating was chosen as it gives some
estimate of the violent and sexual content of the games.
Sex of subject was controlled for in these partial correlations. Selected bizarreness measures were used, including
mean of all non-bizarre elements, mean of all discontinuous
means, vague mean, distorted mean, exotic mean, impossible mean, and incongruous mean. None of the 14 correlations reached signiicance. Thus for these 33 instances at
least, where details on prior game play and dreams were
available, volume of game play and ESRB ratings of games
were not related to subsequent dream bizarreness.
Finally, selected variables from each conceptual cluster
were entered into a varimax rotated factor analysis. As with
the other two factor analyses, all variables were condensed
into information about each person, rather than about each
dream. Thus all bizarreness data is an average of bizarreness ratings across all dreams for each subject. When trying to view the relationship between all types of variables
the data had to be approached in this way as the creativity
information was only on each individual and not on each
dream. The resultant factor analysis was on 52 subjects
who provided all information. The relative inluence of other
media versus gaming was considered in the previous two
factor analyses so to continue that perspective these igures
were also included herein. This is thought to be important in
order to look at the relative inluence of gaming versus more
passive media. The individual differences variable of sex of
subject was also loaded as well as ive basic dream bizarreness variables and two creativity ones . The resultant factor
analysis is portrayed in Table 7.
While the preferred cut off for factor interpretation is .4,
using .3 can be enlightening in places. The irst factor loaded all the video game variables with igural creativity and
with a .3 cutoff a lack of nonbizarre elements in the dreams.
It’s important to notice that none of the other media loaded
on this important factor, except going to a movie in a theatre which is as high on immersion if not interactivity than
gaming, nor did the three dream recall variables load here.
This factor supports the major hypothesis to some degree
although the marker of the factor is gaming. The second
International Journal of Dream Research Volume 5, No. 1 (2012)
31
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Video games, dream bizarreness, and creativity
factor was strickly a dream bizarreness/recall association
but included nonbizarreness as well. Self report unusualness of dreams loaded with both creativity measures in the
third factor but inversely with judges ratings of vague bizarreness. No media or gaming elements loaded for factor
3. The fourth and ifth factors were primarily media while the
sixth factor combined media and dream bizarreness negatively. That is, using a radio was associated with the lack
of judges ratings of dream vagueness and the lack of selfreported unusual elements in dreams. Dream recall was the
marker for the last factor.
4.
Discussion
This study’s main purpose was to replicate and extend
Gackenbach, Kuruvilla and Dopko’s (2009a) previous study
showing an association between gaming and dream bizarreness. In this case creativity was also assessed to see if
it might mitigate the gaming/bizarreness relationship. Additionally, multiple dreams were gathered from the majority of
subjects in this case while the previous study had only one
dream per person. Two possible explanations of this earlier
inding were suggested, one was that the unusual content of
video games was simply incorporated into the dream. The
second explanation was that the higher incidence of bizarre
dreams among gamers may be an indicator of creativity
due to both requiring extended semantic networks. In order
to test these possibilities we undertook the current study.
While we found again that high end video gamers showed
more bizarre dreams than low end gamers it was only in the
case of the most extreme bizarreness, impossible elements.
We also found a relationship between gaming and igural
creativity. All three were associated for one type of dream
bizarreness in males in a limited factor analysis.
4.1. Media Use and Its Relevance to the Dream
We found that overall high-end gamers reported heavier media use the day before their dream but this was especially
pronounced for interactive media, like video game play. This
supports our decision to use hours of game play the day prior to the dream as a covariate in the various dream bizarreness analyses. Thus if gamer group difference emerged by
controlling for number of hours played the day before the
dream, we argue that the resulting bizarreness difference
is probably due to something deeper than a situational determinant which may have developed or was self-selected
and is part of long term game play. We suggest that may be
expanded semantic networks. There were a variety of ways
in which we approached the question of gaming, dream
bizarreness and creativity inter-relationships. When asked
if they thought their media use affected their dreams there
were no group differences in self-perceived effects but there
were group differences in media use.
4.2. Dream Bizarreness
When bizarreness was examined it was irst viewed from the
perspective of self-perceptions of unusual dream content.
There were no gamer group differences in the total number
of unusual elements identiied in the dream by the dreamer.
Not surprising everyone sees his or her own dreams as odd
no matter their media/game use history. Thus so far we can
conclude that gamers are likely heavier media users, but
they are not any more likely to see their dreams more un-
32
usual than those less likely to game.
The second way that dream bizarreness was examined
was in terms of judge’s perceptions. In this section we will
irst discuss the indings that replicate the previous study
(Gackenbach, Kuruvilla, & Dopko, 2009a) and then take up
those that are an extension. In our previous study (Gackenbach, Kuruvilla, & Dopko, 2009a) the bizarreness/non-bizarreness main effect was found with no control for number
of words in the dream. It should be noted that the main effect for overall judges bizarreness ratings did not occur in
this sample but there were two interactions for two ratings
scales.
There are three types of bizarreness coded by Revonosuo
and Salmivalli (1995): discontinuous, vague and incongruent. As with Gackenbach et al (2009a), differential bizarre
content was largely accounted for by one incongruous elements (impossible), but there were no group differences in
distorted or exotic elements. There was also a gamer group
x sex of subject interaction for the discontinuous ratings in
this sample.
Incongruous Bizarre Dream Elements. According to
Revonsuo & Salmivalli (1995) distorted elements are those
that have one or more features about them that does not belong to it in reality i.e. my room is much bigger in my dream
than it is in real life. Exotic elements are those that are highly
unlikely to occur but the occurrence is possible i.e. I was in
the army in Pakistan. Impossible elements are those that
are not possible in the waking reality i.e. I was on an alien
planet ighting against some monsters. The most bizarre it
can be argued is the impossible elements. In this study high
male gamers had more of these elements in their dreams
than low males or high or low females. This is likely due to
the type of game each of the high end gamer groups were
playing. The female high end gamers played games 32% of
the time before the day before the reported dream. Of these
three quarters were casual games. The male high end gamers played a video game 58%4 of the time on the day before they reported a dream. Of these games only 16% were
casual games. In other words the male gamers were playing primarily hard core genre games (i.e. World of Warcraft,
Halo, Resident Evil, etc.) while the female high end gamers
were playing casual games (i.e. Sims 3, Spider Solitare, Bejewled, etc.). The difference between hard core genre games
and casual genre games is that the latter is shorter to play
and easy to learn with less sense of presence (Gackenbach
& Bown, 2011). This consideration of genre type was taken
up as one variable in the factor analysis. Hard core genre
games with their increased presence, sense of being there,
are likely to inluence subsequent dream bizarreness more
than the relatively short played and less absorbing casual
genre. This is conirmed in the irst factor anlaysis.
There was another interaction with gamer group and sex
of subject on discontinuous types of dream bizarreness. In
this case it was the gender difference among the low end
gamers that seemed to primarily account for the interaction.
And within the low end gamers it was the low end gaming males that had the least discontinuous elements in their
dreams. Only 3% of the low end gamers played a game the
day before the dream. Thus this inding is more about history of gaming that recent game played.
Creativity Extension. An alternative reason for some forms
of higher bizarreness in gamers’ dreams may be due to the
nature of their semantic networks. Speciically, Revonsuo
and Salmivalli (1995) point out that dreaming allows the
International Journal of Dream Research Volume 5, No. 1 (2012)
Video games, dream bizarreness, and creativity
nature of the connectionist networks to be viewed unconstrained by the sensory input of waking. One might argue
that a more diverse network allows for more incongruous,
in this case of the impossible variety, dream bizarreness.
This interpretation is consistent with other research on highend video game players who have been found to evidence
a variety of cognitive type skills which may implicate more
diverse neural networks. Speciically, higher levels of nonverbal problem solving in the specialized cognitive ability of
visual-spatial information processing are emerging in people
who play video games (Greenield, 1996; Subrahmanyam,
Greenield, Kraut, & Gross, 2001). Maynard, Subrahmanyam, and Greenield (2005) reviewed the attention and video
game play literature. These authors found that experimental
manipulations with attention as the dependent variable resulted in improved attention among those assigned to the
video game playing condition.
The verbal creativity test had no group differences between high and low gamers. Past research has suggested
that woman score signiicantly higher on the verbal component (DeMoss, Milich, & DeMers, 1993). This means the lack
of a gaming group difference could be because our high
end gaming group was mostly males; therefore, if this group
scored approximately even with the low end gaming group
(mostly female), video games still could have increased the
participant’s verbal ability. Table 4 shows that the low end
gamers’ mean score (standard score) on the verbal test
was 108.38 and the high end gamers’ mean overall score
(standard score) was 108.85. These scores are very close,
and above the norms of the average standard score which
is 102.0. This would mean that even though there was no
signiicant difference between the gamer groups, the video
games, or some unknown covariate of gaming history, still
could have increased the participant’s creative abilities to
make the scores roughly even. This would explain why there
were no statistically signiicant group differences in verbal
creativity.
Unlike verbal creativity past research, previous research
on the igural Torrance test has found no sex differences
(DeMoss, Milich, & DeMers, 1993). In contrast to the verbal TTCT, the igural Torrance creativity test had signiicant
differences between gamers and non-gamers. These combined results tend to conirm the hypothesis that high end
gamers are more creative as measured by the Torrance
tests of creative thinking. Also judging by the participants’
standard score and national percentile it seems that this
group of high gaming students scored higher than the rest
of the general public (on both the verbal and the igural
TTCT) while the low end group was at the national means.
The mean standard score for high end gamers was 109.90
compared to 101.75 for low end gamers. According to the
Torrance Test of Creative Thinking Norms-Technical manual,
the mean standard score is 100.0. For the creative index
the high end gamers had a score of 119.40 and the low
end gamers had a score of 111.00 compared to the manual
which was 109.9. As with the previous two creativity norms,
the national percentile for the high group was higher than
the national norms, with the high end gamers scoring 67.38
and the low end gamers scoring 53.31, near the 50% norm.
Although it is still possible that at least some of the video
gamers’ bizarreness scores are a result of the bizarre worlds
video gamers are exposed to, we argue that the video
games and the creative demands (i.e., planning a mission/
attack, designing a character, and inding various ways to
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complete some goal) allow the individual to express various
creative factors and therefore develop these relevant creative abilities. One might ask if there are differences in gaming competence which may be responsible for the creative
abilities but the classiication for high end gamers is very
speciic (must play a couple times a week, for 2-3 hours
each time, must have started gaming before grade three,
and must have played 50 or more formats) so we assume
that all gamers are equally competent. However, as noted
earlier when types of game preferred are considered, they
may make a difference as there is a considerable range in
the degree to which a player can change or create gaming worlds across games. Additionally, the effects of genre
on presence in the gaming world and thus possible generalization to subsequent dreaming varies as a function of
hard core versus casual genre. That said, there are always
creative ways to simply play that often leaves gamers up
against the wall of “stupid” artiicial game intelligence and
thus preferring the unpredictability of other humans in the
games.
As with the bizarreness indings another factor analysis
was computed for the creativity variables and a wider range
of media used the day before the dream. There were different connections between media use and creativity. As
found in the MANOVA’s igural abstractness loaded with all
gaming variables but not with other media used. Two other
factors loaded media with creativity, one positively and one
negatively. Lack of gaming history was associated with TV/
DVD viewing and the lack of one form of igural creativity
while in the other factor going to a movie was positively associated with the same type of igural creativity. The point
is that gaming seems to evidence the strongest association
to igural creativity.
4.3. Combined Findings
In order to understand the relationship between the three
clusters of relevant variables, i.e., video game play, dream
bizarreness, and creativity, another factor analyses was
computed on subjects who provided all data. The irst factor showed the hypothesized relationship between gaming,
bizarreness and creativity if with several caveats, i.e. only
igural creativity and only the lack of nonbizarre content rated by judges. As with the other two factor analyses focused
upon each domain separately, media use other than gaming was for the most part not associated with bizarreness
and creativity. The one exception in this analysis was going
to see a movie at a theatre and this was likely due to it’s
high immersive value relative to viewing a movie on smaller
screens. Additionally, as with the ANCOVA’s, it seems that
the hypothesized relationship is speciic to this group, with
these experiences. It could be that the superior spatial skills
of high end gamers (Boot, et al, 2008), set them up for igural creativity superiority. But, as noted earlier, the lack of
a gamer group difference in verbal creativity can be interpreted as an increase in male (most high gamers) increase
in creativity as normally females (most low gamers) outperform males on that task.
An alternative explanation might be the association of
sleeplessness and creativity. Healy and Runco (2006) and
Wang and Chern (2008) report that highly creative people
have disrupted sleep. So too gamers are notorious night
owls and thus also experience sleep disruption. Such disrupted sleep leads to REM rebound in subsequent sleep
times, like naps, and these subsequent REM dense sleeps
International Journal of Dream Research Volume 5, No. 1 (2012)
33
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Video games, dream bizarreness, and creativity
are higher in dream bizarreness. While we controlled for
amount of play the day before the dreams collected, still
we found that high end gamers did play more than low end
gamers and one can assume that such sleep deprivation
might be the result.
It should also be pointed out that the very nature of gaming is that it often results in problems to be solved. Researchers have shown that cognitive concerns from the day
before are more likely to be incorporated into the dream
(Cipolli, Boizani, Tuozzi, & Fagioli, 2001; Nielsen, Kuiken,
Alain,k Stenstrom, & Powell, 2004). We addressed this to
some extent with the partial correlations of various dream
bizarreness measure with hours of play pre-dream and
ESRB ratings, controlled for sex. There were no signiicant
associations. If indeed the problems were incorporated then
we would expect positive associations. That said, the ESRB
is not the best way to examine gaming content in dreams
and additional such dream content analyses are continuing in our laboratory (Gackenbach & Rosie, 2009). Speciically, different games carry different cognitive loads and we
are in the process of identifying that for various games and
genre’s. This effort has been applied to our analysis of gamers dreams (Gackenbach, Sample, & Mandell, 2011). Additionally, as Boot et al (2008) pointed out regarding their
examination of attention and memory in gamers, tens of
thousands of game play hours, which is common of hard
core gamers, is not made up in an even long laboratory session of hours, and we argue that such “training” differences
results in brain structural differences, i.e., expanded semantic networks, in these young people.
4.4. Limitations
Limitations in the present study are that our high end group
was comprised of mostly males and our low end group
was comprised of mostly females. Although we did statistically control for sex either as a covariant in a few analyses
but mostly using factor analysis or mixed model analysis,
it would be preferable to have equal number of males and
females in each group and with a larger sample size. Also
because participants came into the study with their video
gaming habits, we could not randomly assign them into the
groups. This means that we did not have random selection
or random assignment in our study. Additionally, while a
non-playing group would have been ideal, they are virtually
nonexistent in today’s post-secondary population.
All the data that we collected was correlational, so no
cause and effect conclusions can be drawn from the results. Another concern deals with the participants reporting’s of bizarre elements. More speciically do high and low
end gamers give similar ratings of bizarreness to the same
dream. All we report here are the number of unusual attributions to the dream by the dreamer and not their content. It
could be that high end gamers are more open to ambiguity
and view impossible scenarios as less bizarre because they
are exposed to them during the video game play thus the
lack of group differences in unusual self-identiied dream elements. To address this we had a judge code the comments
but found no group differences.5
Our last concern deals with the measurement of creativity. Although we cannot be sure that the Torrance tests
measured every form of creativity we do get a reasonable
estimation of the participants’ creative abilities and we are
therefore still able to make appropriate conclusions.
34
4.5. Conclusion
This study shows some indication that high end gamers
have more bizarre dreams at least of the impossible variety. Also while in part this may be due to game play, there
is some indication that it is also associated with creativity.
Thus the creativity and dream bizarreness indings herein
may support the existence of wider semantic neural networks in those who have a history of playing video games
quite a lot relative to those who do not. No such associations were found for users of other media the day prior to
the dream.
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Author’s Note
This research was supported in part by grants from the International Association for the Study of Dreams (IASD) in
conjunction with the Dream Science Foundation (DSF) and
from the Department of Psychology at Grant MacEwan University. We would like to thank John Bown for his help scoring the Torrance Test of Creative Thinking as well as coding
dreams. We also thank Matt Rosie and Hau Le for their time
spent coding dreams.
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Video games, dream bizarreness, and creativity
Notes
1
While nonplayers would have been ideal, they are virtually
nonexistent in contemporary post-secondary populations.
2
It should be noted that while 52 participants inished the
entire study, various data points may still be missing on an
individual subject thus making the N’s a bit different from
analysis to analysis.
3
There were too few male low end gamers (N=4) to justify
with analysis of means across individuals, using sex as an
independent variable.
4
Keep in mind that number of hours of game play the day
before the dream that was reported was a covariate on all
analysis.
5
For those who commented there was also no group differences in number of comments. None-the-less, to further
examine their comments on unusualness, they were coded
using a shortened version of the Revonsuo and Salmivalli
(1995) method of bizarreness content analysis. That is, from
the judge’s perspective the comments about bizarreness of
the dream were judged along several dimensions. If bizarre
then the comment was classiied as one of three types of
incongruous bizarre element (i.e., internally distorted, exotic
and impossible) or as vague or discontinuous bizarreness
types. It’s important to keep in mind that in the eyes of the
dreamer everything they mentioned was unusual even if a
judge would see the same element as non-bizarre. Thus
subsequent analysis were computed on the above subcategories as well as on combined bizarreness scores and on
the grand total of all unusual elements coded by the judge
as well as those entered by the dreamer.
Typically number of words in a dream is used as a covariate in such analysis because the argument goes that in
order to describe a bizarre element in a dream it takes more
words. Mixed model ANCOVA’s of gamer group by sex of
subject with number of words in the comments about the
unusual elements in the dreams as covariate. These ANCOVA’s were computed on all judges coding categories (i.e.,
sum of bizarre codes, non-bizarre codes, individual bizarre
codes) and none resulted in gamer group differences. Thus
by the judges evaluations and by the dreamers evaluations
(number of comments), there was no difference between
groups in unusual elements thought by the dreamer to be
something that others would not notice. In other words
while for the dreamer these elements were unusual (i.e., I’m
not pregnant but dreamt I was.) the judge did not see these
things as odd as a function of gamer group.
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International Journal of Dream Research Volume 5, No. 1 (2012)