Mindfulness and Video Game Play: A Preliminary Inquiry
Rent the article at a discountRent now
* Final gross prices may vary according to local VAT.Get Access
Mindfulness is a property of consciousness which is beginning to receive considerable attention from psychologists. It has been described as a non-elaborative, non-judgmental, present-centered awareness where all thoughts and feeling are acknowledged and accepted (Bishop et al. 2004). In a state of mindfulness, attention is regulated such that increased awareness is brought to the current field of thoughts, feelings, and sensations, in addition to be immersed non-judgmentally in the present moment. This state of mind promotes a state of increased psychological acceptance which is the key therapeutic benefit of mindfulness when used to treat problems of anger, stress, or even pain (Tusaie & Edds 2009; Wright, Day & Howells 2009).
Eastern meditative traditions suggest that being present to the moment is the foundational idea in the development of consciousness (Holzel & Ott 2006). This function of conscious attention has recently been focused upon by Western psychologists who ...
- Adams, E., & Rollings, A. (2006). Fundamentals of game design. New Jersey: Prentice Hall, Upper Saddle River.
- Alexander, C. N., Davies, J. L., Dixon, C. A., Dillbeck, M. C., Ortzel, R. M., Muehlman, J. M., & Orme-Johnson, D. W. (1990). Higher stages of consciousness beyond formal operations: The vedic psychology of human development. In C. N. Alexander, & E. J. Langer (Eds.), Higher stages of human development: Adult growth beyond formal operations (New York ed.,) Oxford University Press.
- Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality & Social Psychology, 78(4), 772–790.
- Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & Gaming, 37(1), 6–23. CrossRef
- Baer, R. A., Smith, G. T., & Allen, K. B. (2004). Assessment of mindfulness by self-report: The Kentucky Inventory of Mindfulness skills. Assessment, 11(3), 191–206. CrossRef
- Barab, S. A. (2007). Video game genres and some definitions. Paper presented at the SimWorkshops: SUMMIT-TATRC Workshop Series, http://simworkshops.stanford.edu/05_1007/presentations/game_genres_brutlag.pdf.
- Bishop, S. R., Lau, M., Shapiro, S., Carlson, L., Anderson, N. D., Carmody, J., et al. (2004). Mindfulness: A proposed operation definition. Clinical Psychology: Science and Practice, 11, 230–241. CrossRef
- Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387–398.
- Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., & Pidruzny, J. N. (2009). The development of the game engagement questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology, 45, 624–634. CrossRef
- Brown, K. W., & Ryan, R. M. (2003). The benefits of being present: Mindfulness and its role in psychological well-being. Journal of Personality and Social Psychology, 84(4), 822–848. CrossRef
- Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. Cyberpsychology & Behavior, 7(1), 11–24. CrossRef
- Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. Cyberpsychology & Behavior, 6(6), 663–675. CrossRef
- Csikszentmihalyi, M., Abuhamdeh, S., & Nakamura, J. (2005). Flow. In A. J. Elliot & C. S. Dweck (Eds.), Handbook of competence and motivation (pp. 598–608). NY: The Guilford Press.
- Csikszentmihalyi, M., & LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56, 815–822. CrossRef
- Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 52(2), 67–83. CrossRef
- Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23(4), 373–392. CrossRef
- Finneran, C. M., & Zhang, P. (2003). A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments. International Journal of Human Computer Studies, 59, 475–496. CrossRef
- Gackenbach, J. I. (2006). Video game play and lucid dreams: Implications for the development of consciousness. Dreaming, 16(2), 96–110. CrossRef
- Gackenbach, J. I. (2007). Absorption, dreams, and media exposure. Sonoma: Paper Presented at the Annual Meeting of the International Association for the Study of Dreams.
- Gackenbach, J. I. (2008a). The relationship between perceptions of video game flow and structure. Loading, 1(3), Nov. 18, 2008.
- Gackenbach, J. I. (2008b). Video game play and consciousness development: A transpersonal perspective. Journal of Transpersonal Psychology, 40(1), 60–87.
- Gackenbach, J. I. (2009). Electronic media and lucid-control dreams: Morning after reports. Dreaming, 19(1), 1–6. CrossRef
- Gackenbach, J. I., Matty, I., Kuruvilla, B., Samaha, A. N., Zederayko, A., Olischefski, J., et al. (2009). Video game play: Waking and dreaming consciousness. In S. Krippner (Ed.), Perchance to dream (pp. 239–253). Hauppauge: Nova Science Publishers.
- Gackenbach, J. I., & Rosie, M. (2009). Cognitive evaluation of video games: Players perceptions. Paper presented at the Future Play @ GDC Canada, Vancouver, British Columbia. Retrieved from http://portal.acm.org/citation.cfm?id=1639601.1639615&coll=ACM&dl=ACM&CFID=73975022&CFTOKEN=29423495.
- Griffiths, M., & Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy, 39, 247–253. CrossRef
- Hamilton, N. A., Kitzman, H., & Guyotte, S. (2006). Enhancing health and emotion: Mindfulness as a missing link between cognitive therapy and positive psychology. Journal of Cognitive Psychotherapy, 20(2), 124–134.
- Holzel, B., & Ott, U. (2006). Relationships between meditation depth, absorption, meditation, practice, and mindfulness: A latent variable approach. The Journal of Transpersonal Psychology, 38(2), 179–199.
- Huh, S. (2008). The influence of genre, perception, and personality on dependent video game use. NCA 94th Annual Convention, San Diego, CA.
- Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. The Journal of Computer Mediated Communication, 3(2).
- MacKillop, J., & Anderson, E. J. (2007). Further psychometric validation of the Mindful Attention Awareness Scale (MAAS). Journal of Psychopathological Behaviour Assessment, 29, 289–293. CrossRef
- Marks, D. R. (2008). The Buddha's extra scoop: Neural correlates of mindfulness and clinical sport psychology. Journal of Clinical Sport Psychology, 2, 216–241.
- McLean, A. (2005, February 12, 2005). Sweet dreams for gamers: Video games prompt more lucid dreams, says grant MacEwan prof. Edmonton Journal, Retreived Feb. 1, 2011 from http://www.canada.com/edmonton/edmontonjournal/news/culture/story.html?id=9d1c053b-16e5-4f1e-ad7c-f893509c952c.
- Nowak, K. L., Krcmar, M., & Farrar, K. M. (2008). The causes and consequences of presence: considering the influence of violent video games on presence and aggression. Presence: Teleoperators & Virtual Environments, 17(3), 256–268.
- Orzech, K. (2009). Psychological effects of one-month mindfulness meditation retreats. Dissertation Abstracts International: Section B: The Sciences and Engineering, 70(3-B), 1974.
- Persky, S., & Blacovich, J. (2008). Immersive virtual video game play and presence: Influences on aggressive feelings and behavior. Presence: Teleoperators and Virtual Environments, 17(1), 52–72. CrossRef
- Russoniello, C., O’Brien, K., & Parks, J. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of CyberTherapy & Rehabilitation, 2(1), 53–66.
- Salmon, P., Lush, E., Jablonski, M., & Sephton, S. E. (2009). Yoga and mindfulness: Clinical aspects of an ancient mind/body practice. Cognitive and Behavioral Practice, 16, 59–72. CrossRef
- Sharafi, P., Hedman, L., & Montgomery, H. (2006). Using information technology: Engagement models, flow experience, and personality orientations. Computers in Human Behavior, 22(5), 899–916. CrossRef
- Sherry, J. L. (2004). Flow and media enjoyment. Communication Theory, 14(4), 328–347. CrossRef
- Sternberg, R. J. (2000). Images of mindfulness. Journal of Social Issues, 56(1), 11–26. CrossRef
- Tanis, M., & Jansz, J. (2008). Gaming for different reasons: What motivates people to play a specific video game? Montreal: Annual Meeting of the International Communication Association.
- Tellegen, A., & Atkinson, G. (1974). Openness to absorbing and self-altering experiences (“absorption”), a trait related to hypnotic susceptibility. Journal of Abnormal Psychology, 83(3), 268–277. CrossRef
- Tusaie, K., & Edds, K. (2009). Understanding and integrating mindfulness into psychiatric mental health nursing practice. Archives of Psychiatric Nursing, 23(5), 359–365. CrossRef
- Voiskounsky, A. E., Mitina, O. V., & Avetisova, A. A. (2004). Playing online games: Flow experience. PsychNology Journal, 2(3), 259–281.
- Wilfred, L., Hall, R., Hilgers, M., Leu, M., Hortenstine, J., Walker, C., & Reddy, M. (2004). Training in affectively intense virtual environment. World Conference on E-Learning in Corporate, Government, Healthcare, & Higher Education, Washington, DC.
- Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225–240. CrossRef
- Wright, S., Day, A., & Howells, K. (2009). Mindfulness and the treatment of anger problems. Aggression and Violent Behaviour, 14, 396–401. CrossRef
- Mindfulness and Video Game Play: A Preliminary Inquiry
Volume 2, Issue 2 , pp 114-122
- Cover Date
- Print ISSN
- Online ISSN
- Springer US
- Additional Links