- Copyright Page
- List of Contributors
- Volume Introduction
- Cyberpsychology Research Methods
- The Online Self
- Impression Management and Self-Presentation Online
- Personality and Internet Use: The Case of Introversion and Extroversion
- Adolescent and Emerging Adult Perception and Participation in Problematic and Risky Online Behavior
- The Myth of the Digital Native and What It Means for Higher Education
- Technology Interference in Couple and Family Relationships
- Older Adults and Digital Technologies
- Textese: Language in the Online World
- Cultural Considerations on Online Interactions
- Online Romantic Relationships
- The Social Consequences of Online Interaction
- Online Support Communities
- Digital Inclusion for People with an Intellectual Disability
- The Psychology of Online Lurking
- Conceptualizing Online Groups as Multidimensional Networks
- Uses and Gratifications of Social Media: Who Uses It and Why?
- Image Sharing on Social Networking Sites: Who, What, Why, and So What?
- Social Media and Cyberactivism
- Socially Connecting Through Blogs and Vlogs: A Social Connections Approach to Blogging and Vlogging Motivation
- Positive Aspects of Social Media
- Managing Your Health Online: Issues in the Selection, Curation, and Sharing of Digital Health Information
- A Psychological Overview of Gaming Disorder
- Mourning and Memorialization on Social Media
- The Therapeutic and Health Benefits of Playing Video Games
- Video Games and Behavior Change
- Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field
- Psychosocial Effects of Gaming
- Enacting Immorality Within Gamespace: Where Should We Draw the Line, and Why?
- Gaming Classifications and Player Demographics
- The Rise of Cybercrime
- Policing Cybercrime through Law Enforcement and Industry Mechanisms
- Cybercrime and You: How Criminals Attack and the Human Factors That They Seek to Exploit
- The Group Element of Cybercrime: Types, Dynamics, and Criminal Operations
Abstract and Keywords
Game Transfer Phenomena (GTP) is a multimodal and holistic research approach for understanding the effects of playing video games on cognition, sensory perceptions, and behaviors, considering the interplay of video game contents, in-game phenomena (e.g., immersion, trance state, embodiment), in-game activities, and the manipulation of hardware and peripherals. Research with over 6,000 gamers from different samples has demonstrated that playing video games can lead to at least temporarily seeing images, hearing music, sounds, voices, tactile sensations, involuntary movements of limbs, sensations of unreality, illogical thoughts, verbal outbursts, etc., with video game contents. This chapter encompasses an overview of the research on GTP conducted to date, including contributions to the video game research field and future research directions. 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.
Department of Psychology, University of Liege
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