Game transfer Phenomena: the pervasiveness of sounds from video games and their impact on behaviour
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Transcript of Game transfer Phenomena: the pervasiveness of sounds from video games and their impact on behaviour
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
What if real life had
sounds effects?
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
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).
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).
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).
Holistic & multimodal research frame
work for investigate the effects of video
games
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.
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
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
Music Sounds
Voices
Head Ears
ObjectsSome-where
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).
Involuntary auditory imagery
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)
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)
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)
Neuraladaptations
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)
The Developers noticed that testers were more
motivated when hearing the voice (Gamasutra, 2008)
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
Inner speech
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)
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)
Auditory misperceptions
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)
Auditory verbal pseudo-
hallucinations
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)
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)
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
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.
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?
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?
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”
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
“It puts the words
and phrases you
need on the tip of
your tongue, but
also transports them
deep into your long-
term memory”
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.
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.
Haptic Gaming Vest
KOR-fx
“ Feel the sound rather than hear it … it turns
the body into a sub-woofer”
Gamin accessory: Immerz KOR-fx