首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 0 毫秒
1.
Gackenbach  Jayne 《Dreaming》2006,16(2):96
The improvement of various cognitive skills associated with video game play has been well documented; however, the development of consciousness implications have not been considered. In the present study several potential indicators of consciousness development, including and especially lucid dreaming frequency, were examined as a function of video game play. In the first study, high video game players were more likely to report lucid dreams, observer dreams, and dream control when dream recall frequency and motion disorientation during play were controlled. There were no similar differences in other consciousness development indices. In the second study, a slightly different pattern of results occurred because of respondents all being frequent players. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

2.
Video-game play offers the opportunity to investigate the continuity hypothesis. Using interactive video games rather than passive films as a controlled manipulation allows for an engaging presleep experience. Several researchers have successfully used video games to investigate dream incorporation. In this study, interactivity and fidelity were the independent measures that manipulated immersion in a commercially available video game. Interactivity was either passive or active, whereas fidelity was high-screen resolution and stereophonic headset audio versus low. The highest dream incorporation in the high-fidelity–high-interactivity condition was expected. Incorporation was assessed by participant self-report and judges' evaluations. The independent variable of fidelity was especially strong in both the manipulation and the subsequent dream incorporation for self-report. Interactivity became the dominant variable when viewed from the judges' perspectives. The effects of demand characteristics and emotionality were also considered. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   

3.
Revonsuo proposes an evolutionary theory of dreaming in which dreams allow an individual to prepare for real world threats in the safety of the virtual setting of the dream world. Based upon previous work examining the dreams of video game players, it was hypothesized that high-end gamers would experience fewer threat simulation dreams because of frequent threat resolution rehearsal during game play. Subjects were asked to report a night before dream and fill out surveys regarding their gaming history, media use, and dream experiences. Using a factor analysis, support for the main hypothesis was found. Individuals with a history of game play experienced fewer threat severity variables in their dreams. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

4.
Lucid dreams, as well as control dreams, have recently been reported as associated with video game play (Gackenbach, 2006). In this study, dreams were collected from the morning after a night of rested sleep as well as electronic media use from the day before the dream. In a factor analysis, lucid and control dreams were associated with all electronic media use but most strongly with video game play. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

5.
To the natives of the Caribbean island of Dominica, the dream is proclaimed la konpanyi la nuit (the companion of the night). Belief in dreams is grounded in diverse cultural influences, including those of the French, West African, British, and the doctrines of the Roman Catholic Church. In this richly imaginative dream world, myths and truths are finely interwoven to create an unwritten glossary of dream symbol interpretation. Although these interpretations have not enjoyed scientific validation, practical, historical, and psychological data are found to resonate with these traditional Dominican interpretations. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

6.
The aim of this study was to examine the frequency of dream recall in Chinese people and to develop nonintrusive procedures to facilitate dream recall. Guidelines for remembering dreams (dream recall instructions) were established based on a review of the existing literature on dream recall and its associated factors. The efficacy of the dream recall experience was explored using this procedure in neurologically healthy individuals. One hundred seventy Chinese participants were included in the study: 100 received the dream recall instructions, and 70 did not. The recall instructions were shown to be effective in triggering dream recall in the participants. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

7.
Although a large number of studies investigating factors affecting dream recall frequency (DRF) have been carried out, research investigating the reliability and stability of DRF is scarce. Dream diaries of 196 participants kept over at least 28 days were analyzed. The results of the present study indicate that a time period of 2 weeks was sufficient to obtain reliable measurements of interindividual differences in DRF. Despite the high day-to-day fluctuations of dream recall, the stability of this variable was very high. Studies that investigate the stability of DRF by means of other methodological approaches (e.g., questionnaire scales, laboratory awakenings) and over longer time periods (e.g., 1 year) should be carried out to complement the present findings. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

8.
Although several studies reported a significant effect with regard to the gender difference in an interest in dreams, the generalizability of these studies is limited because mainly students were recruited as participants. In this study, gender differences with regard to interest in dream interpretation as an indicator of interest in dreams in general have been demonstrated in a representative sample. There was, however, a significant age-gender interaction, indicating that interest in dreams might not be a potent variable for explaining gender differences in dream recall. In future studies, the course of interest in dreams over the life span and any associated gender differences should be investigated using carefully designed scales. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

9.
This study’s primary purpose was to examine the overall quality of the factorial structure of the Dream Intensity Inventory (DII). It was hypothesized that dream intensity was a multifaceted construct that could be accounted for by 3 latent factors, namely Dream Quantity, Dream Vividness, and Altered Dream Episodes. The 1st-order oblique, 1st-order orthogonal, and 2nd-order models, which represented 3 possible versions of the structural relations among the 3 latent factors, were subjected to the confirmatory statistical procedures. The goodness-of-fit indices indicated that the 2nd-order model and the 1st-order model hypothesizing 3 oblique factors were superior to that hypothesizing 3 orthogonal factors. The factorial characteristics of the two well-fitting DII models were shown to be equivalent across 2 samples. These results suggest that the theoretical construct of dream intensity can be pertinently described by the 3-factor measurement model. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

10.
Schredl  Michael 《Dreaming》2008,18(4):280
Reviews the book, The dream experience: A systematic exploration by Milton Kramer (see record 2007-01084-000). This book was written by an exceptional scientist and clinician and is based on 46 years of productive work in the field of dream research and sleep medicine. Milton Kramer presents some preliminary data about two patterns that describe changes in dream content over one night: the progressive-sequential dream pattern and the repetitive-traumatic dream pattern, each illustrated with an example. The first pattern reflects some kind of progression reflecting a successful coping with the problem of the first dream. The second pattern repeats one topic but without introducing successful coping strategies. Milton Kramer's book is a comprehensive overview of dream research over the last 50 years and I recommend it to anyone who is interested in pursuing this field of research. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

11.
Schredl  Michael 《Dreaming》2010,20(4):248
The vast variety of books on dreamwork and dream interpretation suggests that a considerable percentage of the general population is interested in reading these books. Empirical research in this area is relatively scarce. The present representative survey (N = 2,019) indicated that about 8% of the general population have read about dream interpretation in order to learn more about their dreams, with women reading about dream interpretation more often than men. This gender difference was not explained by differences in dream recall frequency. In addition, single people as well as people with high nightmare frequencies read about dreams more often. Future research should focus on the possible benefits of reading about dream interpretation. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

12.
13.
14.
A methodological issue in research relating daytime mood to dream content is the question of whether mood congruency effects—that is, recalling more negative events if the current mood is more negative—also play a role in the dream recall process. This study adopted an indirect approach by testing the hypothesis that interindividual differences in mood congruency effects in a memory task carried out in the daytime correlate with mood congruency effects in dream recall (recalling more negative dream emotions, as one would predict on the basis of the current stress level or overall mood state). The findings, however, did not support the hypothesis of mood congruency effects and, thus, rule out that the findings regarding the continuity hypothesis of dreaming are biased by selective recall. Studies with different methodological approaches are necessary to validate this study’s findings. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

15.
This article demonstrates that elicited dream narratives use a differing narrative structural and functional framework, as proposed by Labov and Waletzky's (1967) narrative framework on elicited personal narratives. A quantitative structural and functional analysis of five male and female collected samples showed that dream narratives follow a homogenous structure of (1) Topic introduction, (2) Orientation, (3) Complication, (4) Evaluation, and (5) Coda, consequently reflecting the omission of Labov and Waletzky's (1967) proposed resolution unit, which confirms Labov's (1997) suggestion of the difficulty to distinguish between resolution and coda. Moreover, this article devotes attention to specific structural particularities, proposing that analepses and prolepses might indicate, firstly, the simultaneous processing of new spatial information and new protagonists, and secondly, reflecting indirectly the experience of dream bizarreness. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

16.
The present study aimed to devise a parsimonious instrument for evaluating both the quantitative and qualitative aspects of dream experiences and to quantify Chinese people's dream experiences in ways that facilitated cross-cultural comparisons. The Dream Intensity Inventory was developed and administered to 348 Chinese university students. Individual differences in dream recall frequency were observed, with some participants recalling dreams almost every morning whereas others recalled dreams less than once a month. By contrast, the Chinese participants exhibited less diverse dream awareness frequencies. Multiple dreams in a single night and nightmares were found to be prevalent among the Chinese participants. On the other hand, fewer than half of the participants experienced regularly voluntary control over dream activities and consciousness. The factor analyses of the items in the Dream Intensity Inventory resulted in three readily interpreted factors, which were labeled as the "dream quantity," "altered dream episodes," and "dream vividness" subscales, respectively. When compared with men, women participants had higher frequencies of regular dream experiences including dream awareness, nightmares, and multiple dreams, as measured by the dream quantity subscale. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

17.
Cognitive differences in boundary thickness and dream content were investigated in Asian and Pacific Islander American and European American undergraduates (N=30). Participants completed Hartmann's Boundary Questionnaire and kept dream journals for 4 weeks. Eleven dream reports per participant (330 total dream reports) were scored using Hall-Van de Castle's System of Content Analysis and the Bizarreness Scoring System. The Asian and Pacific Islander Americans scored thicker than the European Americans on the Boundary Questionnaire. They also showed trends toward shorter dream reports that were more dense (i.e., increased dream elements per dream length), with less fragility. Differences in dream bizarreness and verbs were nonsignificant, but did yield medium effect sizes. These results are discussed in terms of underlying cultural and cognitive differences. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

18.
Pairwise comparison and selection temperature in evolutionary game dynamics   总被引:1,自引:0,他引:1  
Recently, the frequency-dependent Moran process has been introduced in order to describe evolutionary game dynamics in finite populations. Here, an alternative to this process is investigated that is based on pairwise comparison between two individuals. We follow a long tradition in the physics community and introduce a temperature (of selection) to account for stochastic effects. We calculate the fixation probabilities and fixation times for any symmetric 2 x 2 game, for any intensity of selection and any initial number of mutants. The temperature can be used to gauge continuously from neutral drift to the extreme selection intensity known as imitation dynamics. For some payoff matrices the distribution of fixation times can become so broad that the average value is no longer very meaningful.  相似文献   

19.
Forty-two therapists trained in the C. E. Hill dream model (1996, 2004a) conducted single dream sessions with 157 volunteer clients. Clients who profited most from dream sessions had poor initial functioning on the problem reflected in the dream, positive attitudes toward dreams, salient dreams, low initial insight into the dream, and poor initial action ideas related to the dream. When initial stages of the session were evaluated positively, later stages were also evaluated positively. Process (therapist competence/adherence and client involvement) was positively related to session outcome. Perspective also influenced the findings, such that clients', therapists', and judges' perceptions of process related to their own, but not others', evaluations of process and session outcome. Implications of findings for dream work and research are presented. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

20.
This study assesses which polysomnographic variables are associated with changes in reported dream recall frequency in patients meeting diagnostic criteria for primary insomnia. Data analyzed included sleep latency, total sleep time, sleep efficiency, time in REM, time in sleep stages (1&2 vs. 3&4), and periodic limb movement. For the grouping meeting ICD-10 diagnostic criteria for primary insomnia, a significant decrease in dream recall was found compared to the noninsomniac group. A decline in polysomnographic sleep quality was associated with a decline in reported dream or nightmare recall frequency. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号