Gaming, Social
Media and
Nightmares
Jayne Gackenbach, Keyfer Mathewson &
Carson Flockhart
Grant MacEwan University
Paper presented at the 2013 meeting of the
International Association for the Study of
Dreams, Virginia Beach, VA
Participants
• Research participant pool from western
Canadian university (74%)
– 2% course credit
• Online public access site (26%)
• Gender
– Males = 175
– Females = 507
Scales Administered
(Used in this analysis)
• Demographics. (sex of subject)
• Video Game History (frequency of
gaming & played the day before)
• Electronic Media Use Questionnaire
(social media use frequency)
• Typical Dream Questionnaire
(average nightmares per month)
• Dream Collection and Self-
Evaluation (rating of dream as nightmare
by dreamer)
Dreams Coded
• Hall and VandeCastle
o Reported in poster earlier
• Threat Simulation
o Judges estimation of
objectiveness of threat
Results
• varimax rotated factor analyses on
selected variables
– Gaming
– Social media use
– nightmares
Gaming social media and nightmares iasd 2013
Gaming social media and nightmares iasd 2013
Gaming social media and nightmares iasd 2013
Gaming social media and nightmares iasd 2013
Conclusion
• Factor 1- nightmare protection for male
gamers
• Factor 2 – women who use social media
no association to nightmares
• Factor 3 – across sex; the lack of posting
to Facebook very much is association
with two self report measures of
nightmares but judges did not see much
threat (none or subjective)

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Gaming social media and nightmares iasd 2013

  • 1. Gaming, Social Media and Nightmares Jayne Gackenbach, Keyfer Mathewson & Carson Flockhart Grant MacEwan University Paper presented at the 2013 meeting of the International Association for the Study of Dreams, Virginia Beach, VA
  • 2. Participants • Research participant pool from western Canadian university (74%) – 2% course credit • Online public access site (26%) • Gender – Males = 175 – Females = 507
  • 3. Scales Administered (Used in this analysis) • Demographics. (sex of subject) • Video Game History (frequency of gaming & played the day before) • Electronic Media Use Questionnaire (social media use frequency) • Typical Dream Questionnaire (average nightmares per month) • Dream Collection and Self- Evaluation (rating of dream as nightmare by dreamer)
  • 4. Dreams Coded • Hall and VandeCastle o Reported in poster earlier • Threat Simulation o Judges estimation of objectiveness of threat
  • 5. Results • varimax rotated factor analyses on selected variables – Gaming – Social media use – nightmares
  • 10. Conclusion • Factor 1- nightmare protection for male gamers • Factor 2 – women who use social media no association to nightmares • Factor 3 – across sex; the lack of posting to Facebook very much is association with two self report measures of nightmares but judges did not see much threat (none or subjective)