Gamers transferring some virtual scenarios to real life, study claims
The study found evidence of game transfer phenomena, which results in gamers doing things in the real world as if they were still playing. Extreme examples included reaching for a search button when looking for someone in a crowd and seeing energy boxes above people’s heads.
Half of the gamers questioned said they often look to use something from a game to resolve a real-life issue. In some cases these thoughts were accompanied by reflexes such as reaching to click a button on the controller even when it is not in their hands.
One interviewee reported seeing a menu of topics that were available for him to think about, while another created a list of possible responses in their head after being insulted.
Professor Mark Griffiths, one of the report’s authors, said: “We believe this is the first study to attempt to explore game transfer phenomena, and these initial findings have proved extremely interesting.
“Almost all the players reported some type of game transfer phenomena.
“A recurring trend suggests that intensive gaming may lead to negative psychological, emotional or behavioural consequences, with enormous implications for software developers, parents, policy makers and mental health professionals.”
The research carried out by Nottingham Trent University and Stockholm University involved 42 interviews with frequent players aged 15 to 21.
The study will be published in the International Journal of Cyber Behaviour, Psychology and Learning.



