My chapter “Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field” in The Oxford Handbook of Cyberpsychology, edited by Alison Attrill-Smith, Chris Fullwood, Melanie Keep, and Daria J. Kuss is now available online.

This chapter encompasses a detailed overview of research conducted on GTP. The chapter summarizes quantitative and qualitative studies on GTP; most of them with general video games and some based on the location-based AR games Pokémon Go and Ingress. Most participants in these studies were adults. Young adults and minors seem to be more prone to GTP.

The chapter is divided into three main sections: i) the phenomena comprises characteristics and the prevalence of GTP; ii) the gamer covers the underlying factors associated with GTP, appraisal, and consequences of GTP, and iii) the game includes structural characteristics
associated with GTP.

My latest book chapter “Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field have been just published in the Oxford Handbook of Cyberpsychology edited by Alison Attrill-Smith, Chris Fullwood, Melanie Keep, and Daria J. Kuss.

The chapter is divided into three main sections: i) the phenomena comprises characteristics and the prevalence of GTP; ii) the gamer covers the underlying factors associated with GTP, appraisal, and consequences of GTP, and iii) the game includes structural characteristics
associated with GTP.In the chapter, I discuss the approach of GTP and the controversies of the research on the effects of video game playing, including:

In the chapter, I discuss the approach of GTP and the controversies of the research on the effects of video game playing, some segments:

“Research on Game Transfer Phenomena (GTP) combines the fields of study on the effects of video games and involuntary phenomena. It emerged as a unified approach for understanding the transfer of effects of interactive media, trying to avoid narrow perspectives that polarized the effects of technology into something positive or negative, normal or pathological, moderated or excessive.”

“Dichotomizing video games (violent vs. pro-social) is not enough for understanding the effects of video games. The transfer of effects does not depend only on the game contents, but also on the affordances found in the real world that facilitate the associations and transfers. Even harmless acts such as jumping can, when taking place in certain contexts and places, be dangerous.”

“Research on GTP suggests that gaming disorder should be examined beyond the frameworks of addiction (Ortiz de Gortari & Larøi, 2018) or video game content (e.g. violent games). GTP experiences can lead to distress and dysfunction (mimicking symptoms of mental disorders), and in some cases put gamers in compromised situations. Particularly, those prone to GTP with Gaming Disorder or Problematic Smart Phone Use appear to be the population that requires more attention regarding potential risks of GTP (Ortiz de Gortari, 2018; Ortiz de Gortari & Larøi, 2018).”

“Informing and raising awareness about GTP are believed to contribute to fostering selfcontrol when automatic urges arise triggered by game-related cues, and to demystifying everyday involuntary phenomena that most of the time are erroneously considered pathological, leading to stigma.”

Future directions in research on GTP that I suggest included:

  • Understand the differences between those who experience GTP and those who do not experience GTP.
  • Understand for which individuals and under what circumstances GTP can posit risks.
  • Understand in what ways GTP and its mechanics can be applied for therapeutic and learning means.
  • Identify what video game features are highly associated with GTP and which ones lead to negative/positive consequences.
  • Research on GTP should include experimental designs that allow systematic and controlled assessment of GTP, including longitudinal designs to evaluate the prevalence of GTP over time.

Email me if you want a copy of the book chapter.

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