Game transfer Phenomena: the pervasiveness of sounds from video games and their impact on behaviour

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ITAG 2014. Nottingham, 17 October 2014. International Gaming Research Unit Angelica Ortiz de Gortari & Mark D. Griffiths @cyberpsyke Game Transfer Phenomena: The pervasiveness of sounds from video games and their impact on behaviour

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Game transfer Phenomena: the pervasiveness of sounds from video games and their impact on behaviour Angelica B. ortiz de Gortari Interactive Technologies and Games (ITAG) Conference 2014 Health, Disability and Education Dates: Thursday 16 October 2014 - Friday 17 October 2014 Location: The Council House, NG1 2DT, Nottingham, UK

Transcript of Game transfer Phenomena: the pervasiveness of sounds from video games and their impact on behaviour

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ITAG 2014.

Nottingham, 17 October 2014.

International Gaming Research Unit

Angelica Ortiz de Gortari & Mark D. Griffiths

@cyberpsyke

Game Transfer Phenomena: The pervasiveness of sounds from video games and their impact on behaviour

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What if real life had

sounds effects?

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First video games- Simplemelodies of the 8-bit machinesand MIDI.

Most modern VG- High qualitysoundtracks and high auralrealism (Västfjäll, 2003).

Soundtracks or backgroundmusic have even meritedawards, and video game musicby itself is starting to beconsidered a music genre.

Background: Video games & music

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Background: Effect of auditory cues

in video games

Auditory cues/sound FX are

typically embedded in movies

or video games since they are

one of the most effective ways

to induce mood (Flannery &

Walles, 2003).

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Background: Effect of auditory cues

in video games

Modifying mood states

Physiological reactions while

playing

Immersion

Better sense of presence in the

virtual environment (Anderson &

Casey, 1997; Hendrix & Barfield,

1995).

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Background: Video games’ effects

Playing a violent video game

with techno music on lead to

physiological arousal and

anxiety (Freeman, et al., 2008;

Hebert, et al., 2005).

Playing a violent video game

with screams of pain and

increased arousal compared

with the control conditions (Jun,

Bohil & Biocca, 2011).

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Holistic & multimodal research frame

work for investigate the effects of video

games

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Method & Aim

3 qualitative studies with 1,681 experiences

from 1, 248 gamers.

60 online vg forums.

12% were auditory experiences. (n=155)

30 online video game forums

To identify, classify and explain the auditory

modality of GTP.

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Auditory misperceptions

Auditory experiences in Game

Transfer Phenomena

Confuse

sounds

Involuntary auditory imagery

Keep

hearing

music

Inner speechHear your

own

thoughts

Auditory verbal

pseudo-hallucinations

Hear voices

that are not

there

Neuraladaptations

Auditory

after-effects

Multisensory

Hear and

see

something

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How common is it to hear sounds after

playing?

97% in a cross-cultural

survey (n=2,565) had

experienced some type of

GTP

85% had experienced some

type of auditory experience

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Music Sounds

Voices

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Head Ears

ObjectsSome-where

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Findings

Large variety of games. A total

of 95 different video game titles.

From tile-matching puzzle

games to first person shooters.

Sound alerts coming from

consoles and computers when

these were shut off (e.g., Xbox

achievement and alerts from

Steam’s message service).

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Involuntary auditory imagery

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Hearing music/sounds when falling

asleep

“I will wake up sometimes and check if my computer is off

because I swear I heard videogame music coming out of my

speakers. I need help” (AraRider)

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Hearing music triggered by daily

activities

“Every time I stack a trolley or cab I heard the Tetris theme in my

head and try to stack everything without gaps” (Pepertony)

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Hearing music/sounds triggered by

activities

“I keep a flashlight next to my bed, and sometimes when I walk in

a dark area I hear the sound the radio makes near a monster in

Silent Hill, I turn around if I don't see anything in front of me”

(CrownDave)

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Neuraladaptations

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Hearing everything in the voice of the game

“After a marathon of Portal/Portal 2, I heard everything in

GLaDOS's voice for about three days” (Peartech)

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The Developers noticed that testers were more

motivated when hearing the voice (Gamasutra, 2008)

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Schwinberger (2008) demonstrated this in an experiment adaptation to voices. For a long period of time the participants were exposed to female voices, and later on androgynous voices were perceived as more female.

Auditory neural adaptions induce

in laboratory

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Inner speech

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Hearing sounds in the head

“After years of playing Outrun whenever I drive under a sign on

the road, I hear in my head "CHECKPOINT!” (Yates1000)

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Hearing voices in the head

“The Team Fortress 2 announcer. Every time a football

commentator has mentioned that a game might go into overtime,

a voice at the back of my mind has yelled ‘Overtime! OVERTIME!

OVERTIME!’” (Souly)

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Auditory misperceptions

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Misinterpreting sounds

“I walked into the school as the door shut behind me, I

heard the same sound that spiders make when they're

attacking in Minecraft, and I ran like hell” (Jelor)

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Auditory verbal pseudo-

hallucinations

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Hearing voices triggered by stimuli

“After playing Clive Barker's [Jericho] for a couple of hours I

heard that shivering voice saying ‘looooooook’ when I passed

a painting…I scared the hell out of me” (Radion56)

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Constantly hearing voices

“I constantly heard someone whispering 'Death' in the

background. After I played Black and White for a many

hours. It lasted a few days” (Zullo)

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Conclusions

What sounds –

Bullets, screams, lasers, music,

coins, breathing, and percussive

sounds, swords, etc.

Circumstances-The auditory

experiences occurred when

doing automatic activities and

when trying to sleep.

Sometimes trigger and regulated

by activities in RL

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General characteristics

Video game habits-

Of those who reported how long

they play, the majority of the

experiences happened when

playing long or very long sessions.

No player indicated that the GTP-

AU experiences occurred when

playing short sessions.

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Appraisal of the experiences

Positive, neutral or negative.

More negative expressions.

The findings may suggest that re-

experiencing auditory cues from

the game have additional

psychological implications.

But why?

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There is a difference between

simpely listening to music than

to actually interact with sound

In-game sounds are embedded

with a purpose

(positive/aversive)

The sounds are presented in

parallel with events and the use

of video game elements

Why may hearing sounds after playing

have further consequences?

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Conclusions

In some cases auditory replays

from the game elicit thoughts,

emotions, irrational thoughts

and false expectations.

Objects simulated in the game

have become in “evocative

objects”

I speculated that objects

associated with the game trigger

the activation of the auditory

cortex leading to “ghost sounds”

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Conclusions

Developing games:

it is important what and how auditory cues are

embedded in games

How we can take the best advantage of

associations between sounds and events

Consequences prolonged exposure to certain

sounds

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“It puts the words

and phrases you

need on the tip of

your tongue, but

also transports them

deep into your long-

term memory”

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Conclusions

“It’s important to help gamers

understand their experiences since

re-experiencing sounds and voices

may provoke distress, especially

when associated with dangerous

situations in the game.”

Aversive properties: Bullets, screams,

explosions.

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References

• Anderson, D. B., & Casey, M. A. (1997). The sound dimension. Spectrum, IEEE, 34(3), 46-50.

• Eui Jun, J., Bohil, C. J., & Biocca, F. A. (2011). Brand logo placement in violent games.

[Article]. Journal of Advertising, 40(3), 59-72.

• Flannery, K. A., & Walles, R. (2003). How Does Schema Theory Apply to Real versus Virtual

Memories? [Article]. Cyberpsychology & Behavior, 6(2), 151-159

• Freeman, D., Pugh, K., Antley, A., Slater, M., Bebbington, P., Gittins, M., . . . Garety, P. (2008).

Virtual reality study of paranoid thinking in the general population. British Journal of

Psychiatry, 192(4), 258-263.

• Ortiz de Gortari, A.B., The Real life effect of virtual interaction: Game Transfer Phenomena in

video game players. (Unpublished PhD dissertation). Nottingham Trent University: UK

• Ortiz de Gortari, A. B., & Griffiths, M.D. (2014). Auditory experiences in Game Transfer

Phenomena: An empirical self-report study. International Journal of Cyber Behavior,

Psychology and Learning (IJCBPL), 4(1), 59-75.

• Hebert, S., Beland, R., Dionne-Fournelle, O., Crete, M., & Lupien, S. J. (2005). Physiological

stress response to video-game playing: the contribution of built-in music. Life sciences,

76(20), 2371-2380.

• Hendrix, C., & Barfield, W. (1995). Presence in virtual environments as a function of visual

and auditory cues. Paper presented at the Virtual Reality Annual International Symposium,

1995. Proceedings.

• Västfjäll, D. (2003). The subjective sense of presence, emotion recognition and experienced

emotions in auditory virtual environments. Cyberpsychology & Behavior, 6(2), 181-188.

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Haptic Gaming Vest

KOR-fx

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“ Feel the sound rather than hear it … it turns

the body into a sub-woofer”

Gamin accessory: Immerz KOR-fx

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