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Game Transfer Phenomena

Targeting the real life impact of virtual interactions

Cyberpsychologist Angelica B. Ortiz de Gortari has been visiting SLATE and will give a guest lecture on “Game Transfer Phenomena: Altered perceptions, automatic mental processes and behaviours after playing video games”, 26 May, 14:15 in Auditorium 1, Stein Rokkans hus, Nygårdsgaten 5. All are welcome.

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Angelica B. Ortiz de Gortari

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Abstract

Research into Game Transfer Phenomena (GTP) examines non-volitional phenomena with game contents for understanding how video games influence gamers’ perceptions, cognitions and behaviours in daily contexts. Examples of GTP include: seeing power bars above people’s heads, perceiving environments and objects distorted, tactile sensations of gamepads, involuntary movements of fingers and saying something with game contents without intention. This introductory talk aims to overview the research on GTP conducted to date with over 3,500 gamers via qualitative and quantitative studies. The questions to be answered include: (i) What are GTP?, (ii) What GTP are the most common?, (iii) What factors are significantly associated with GTP?, (iv) What characterized those who experienced severe levels of GTP? The implications of the findings on the research on GTP and further applications will also be discussed.

 

Speaker Bio

Dr. Angelica B. Ortiz de Gortari is a researcher in Cyberpsychology. Critical inquiry on the psychosocial implications of interactive media technologies has been her professional passion since undergraduate school, when she conducted one of the first studies on internet addiction. Game Transfer Phenomena (GTP) is her area of research expertise, for which she has won awards. Dr. Ortiz de Gortari’s research has been featured in different media worldwide including Discovery News, History Channel News, BBC World Service, the New Scientist and the International Herald Tribune. Her research on GTP has even inspired an episode of the TV series CSI: Cyber. She has published academically and presented at several international conferences. The goal of her research is maximizing the psychological and social benefits of interactive virtual technologies while reducing the potential risks it can present to some individuals.

 

Learn more from the SLATE website.

Read her interview with TV2 (in Norwegian)