In our latest study with over 2,000 self-selected participants 97% reported having experienced GTP at some point in their life. The most (95%) had experienced GTP more than once.

Altered visual perceptions 

The most commonly reported among the visual experiences were visualizing images or seeing images with closed eyes (77%).

77% Visualized/seen VG images with closed eyes

46% Misperceived RL objects as those in the game

36% Seen distorted environments and/or objects

31% Seen VG images with open eyes

 

Altered auditory perceptions

Hearing music from the game when not playing was the most commonly reported by participants in the auditory sub-modality (74%).

74% Heard the music from a VG IRL

65% Heard a sound from a VG IRL

65% Misinterpreted sounds IRL as those from the VG

46% Heard a character’s voice from a VG IRL

Automatic thoughts

Thinking about using a video game element in real life was the most common type reported by the participants (75%) in the automatic thoughts modality. This type of experience usually happens as spontaneous thoughts but also occurred as mix-ups when gamers for moments actually think they can use video game elements to resolve real life situations.

75% Thought about using something from a VG IRL

72% Wanted/felt the urge to do something IRL after seeing something that reminded of a VG

63% Still being in the mind-set of a VG

43% Mixed up VG events with actual RL events

Altered body perceptions

The most common GTP experienced related to the body was to feel body movement as in the game (51%).

51% Bodily sensations of movement as in a VG

49% Perceived time and/or body differently

41% Tactile touch sensation associated with a VG

29% Felt as though the mind has disconnected from the body

Behaviours and actions

Among the different behaviours investigated in the survey saying something involuntary with video game contents was the most commonly reported (58%). It is very common that gamers use slang and jokes that include video game commands, phrases, etc. Although, this experience measures only those cases where gamers voiced out loud something with game contents involuntarily.

58% Sang, shouted or said something from a VG IRL unintentionally

49% Unintentionally acted differently IRL because of something experienced in a VG

44% Reflex body reaction associated with a VG

40% Acted out a behaviour/activity influenced by a VG

GTP characteristics

  • Most GTP were short-lived (lasted seconds 59%, minutes 27%).
  • Most occurred after playing (directly after playing 42%, hours after 47%).
  • Occurred recurrently (66%), and usually while doing day-to-day activities (62%).
  • Occurred in a large variety of games. Most prevalent were role-playing (53%) and adventure games (54%).
  • 47% had no special feelings about their GTP, 26% had pleasant feelings, 21% wanted that GTP re-occurred, and 14% had felt confused.
  • 20% had been distressed or experienced dysfunction due to GTP.
  • 13% were under the influence of a substance (medicine, alcohol or drugs) when GTP occurred.

Here you can read the full published study.

Help us understand the role of video game features in gamers’ experiences by participating in our new study on GTP.

https://www.surveymonkey.com/r/LootBGTP