Abstract
Game Transfer Phenomena (GTP) refer to game-related perceptions, images, memories, or actions that occur spontaneously, often in response to incidental cues, after the players have stopped gaming. While previous research has used retrospective questionnaire/interview methods, in the present study, for the first time, 38 gamers (Mage= 26.78 SD= 6.70; 87% males) kept a 7-day online GTP diary and completed questionnaires assessing GTP frequency, involuntary phenomena (e.g., mind-pops, mind-wandering), and other variables (e.g., internet gaming disorder, schizotypal traits, anxiety, depression, impulsivity). Most GTP experiences manifested as spontaneous cognitions (e.g., involuntary memories, mind-pops, earworms), occurred during undemanding activities, were externally triggered and preceded by recent game exposure (supporting the long-term priming hypothesis). Additionally, diary-recorded GTP frequency was associated with positive and negative schizotypy and anxiety and moderately recorrelated with GTP scale scores. Overall, results suggest that GTP may be considered as part of a broader family of involuntary cognitive phenomena.
| Original language | English |
|---|---|
| Pages (from-to) | 1-21 |
| Number of pages | 21 |
| Journal | International Journal of Human–Computer Interaction |
| Early online date | 10 Mar 2026 |
| DOIs | |
| Publication status | E-pub ahead of print - 10 Mar 2026 |
Keywords
- Game Transfer Phenomena (GTP)
- mind-wandering
- mind-pops
- Internet Gaming Disorder
- Positive schizotypy
Fingerprint
Dive into the research topics of 'A diary study of Game Transfer Phenomena: Examining their frequency, triggers and correlations with spontaneous cognitions and psychopathology'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver