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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
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Participants
• Research participant pool from western Canadian university (74%)– 2% course credit
• Online public access site (26%)• Gender
– Males = 175– Females = 507
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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)• Boundary Questionnaire
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Dreams Coded
• Hall and VandeCastleo Reported in poster earlier
• Threat Simulationo Judges estimation of
objectiveness of threat
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Results
• varimax rotated factor analyses on selected variables– Gaming– Social media use– nightmares
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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)