Individual Differences Associated with Lucid Dreaming
January 1, 1988 Thomas J. Snyder, Jayne Gackenbach 101 citations
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4 papers in the library · 161 citations · publishing 1988-2011
January 1, 1988 Thomas J. Snyder, Jayne Gackenbach 101 citations
No Summary
American Psychological Association eBooks October 27, 2004 Stephen LaBerge, Jayne Gackenbach 25 citations
No Summary
Dreaming August 22, 2011 Jayne Gackenbach, Evelyn Ellerman, Christie Hall 22 citations
Soldiers who play video games frequently report less threat and war content in their military-related dreams compared to those who game less often. The study surveyed soldiers, excluding those with recent psychological problems, and collected questionnaires on demographics, gaming history, emotional reactivity, trauma, and dream reports. Dream content was analyzed for threat simulation, war themes, and lucid or gaming elements. High-frequency gamers showed reduced threat and war imagery in their military dreams, even after accounting for emotional distress and trauma history.
Eludamos Journal for Computer Game Culture September 21, 2008 Jayne Gackenbach, Beena Kuruvilla 13 citations
College undergraduates who are high-end video game players reported dreams that were content-analyzed using the Hall and Van de Castle system. Their dreams were compared with dreams from a similar population collected by interview. Some findings replicated across the two samples, while others differed. A second analysis examined the relationship between electronic media use the day before the dream and historical media use with two types of dream variables: Hall and Van de Castle sum scores and self-evaluations. Seven of nine factors combined media use with dream content. The findings suggest that general electronic media use and video game play in particular affect information processing and storage, as reflected in dreams.