Check out my latest video showcasing some examples of Game Transfer Phenomena. I was inspired to create this after for talk at the “Cyberpsychology of Videogamers” symposium during the CYPSY27 conference. https://gametransferphenomena.com/wp-content/uploads/2024/10/What-are-GTP.mp4
We recently presented our symposium at #ICBA2024, which focused on exploring the impact of video games on cognition, perception, and behaviour known as #GameTransferPhenomena (GTP). Our symposium’s studies comprised samples from China, the USA, Poland, and the UK (N=3,316). We shared validated tools for assessing GTP, discussed the intricate relationship […]
Please join me in congratulating Dr. Julio C. Llamas Alonso on the successful completion of his Ph.D., focusing on the second thesis on Game Transfer Phenomena at the University of Hertfordshire, UK, titled “Mechanism of Game Transfer Phenomena: The Role of Cognitive, Emotional, and Personality Variables.” His dedication and hard […]
Re-experiencing sounds, images, and tactile sensations from video games or mobile phones are common among gamers, a new study showed. Younger adults appeared to be more susceptible to intrusions with video game content, intrusive thoughts and hallucinations. The study, carried out by Dr Angelica B. Ortiz de Gortari, a lead […]
There is a tendency to think we have full control over our thoughts and actions, although, a large part of our daily actions happen automatically; songs get stuck in your head, after-images appear after seeing a bright light, segments of thoughts pop-up in your head and slips of the tongue intrude on conversations. (Angelica, 2016)
Involuntary phenomena are part of our everyday lives, even when we don’t notice them; however, when these phenomena manifest recurrently, and with particular contents, they can become intrusive and distressful, and in extreme cases lead to serious mental illness (Angelica, 2016).
We play a lot… We of the silicon generation live in a pseudo, near constant hypnagogic state. A lucid threshold consciousness in which the vibrancies of the gamerverse shift into reality, pulling us in and out of the slipstream. When I put my controller down, and step outside into the bright cloudless sky, I can see screen-tearing, pixelation.
Are these augmented realities not my realities? Am I still playing a game?
Psychology refers to it as the Game Transfer Phenomena. Visual and auditory conditioned responses. Echoes of extended gameplay…” -Hoopleton, 2012
“We cannot, and should not, avoid embracing the potential of our new digital era. Rather, we must diligently work to optimize the psychological and social benefits of emerging interactive virtual technologies while finding effective ways to reduce the risks or dangers it can present in some cases.” – Angelica Ortiz, 2010
I am a licensed psychologist and postdoctoral researcher in psychology with master’s degrees in Mental Health and Child and Youth Studies. The goal of my research is understanding the interaction between human beings and technology with the goal of maximising benefits and overcome challenges. Critical inquiry on the psychosocial implications of interactive technologies has been my professional passion since undergraduate school when I conducted one of the first studies on Internet pathological use in 2000. In 2010, I coined the term Game Transfer Phenomenon (GTP) carving a multidisciplinary area of research to understand the effects of video games. My research projects are characterised by innovation and impact beyond academia. I have been awarded prices and research grants, including the prestigious European scientific Marie Curie postdoctoral grant. I am a prolific author of academic and popular science articles and poetry and expert speaker. My research has been featured worldwide in books about everything from video games, evolution of the senses and a science fiction book; reports (Lloyds emerging risk report (2018); POSTnote by the United Kingdom’s Parliamentary Office of Science and Technology (2012); newspapers (e.g., Die Zeit, 2017; The Telegraph – Science, 2016; Washington Post, 2016; El Reforma 2016; Boston Globe, 2014; The International Herald Tribune, 2011); magazines New Scientist, 2011); TV (e.g., BBC news, 2015; an episode of the American series “CSI: Cyber”, 2016; Radio programs (e.g., BBC Digital Human, 2016; BBC – Click, 2011, <a href="https://www.youtube.com/watch...