TY - JOUR
T1 - Game Transfer Phenomena as a particular form of involuntary cognitions
T2 - The role of internet gaming disorder, and other psychopathological and cognitive predictors
AU - Llamas Alonso, Julio
AU - Kvavilashvili, Lia
AU - Georgiou, George
AU - Ortiz de Gortari, Angelica
N1 - © 2025 The Author(s). Published by Elsevier B.V. This is an open access article distributed under the Creative Commons Attribution License (CC BY), https://creativecommons.org/licenses/by/4.0/
PY - 2025/6/30
Y1 - 2025/6/30
N2 - Game Transfer Phenomena (GTP) refer to the involuntary transfer of video game experiences into the real world, which can manifest as altered sensory perceptions, automatic thoughts, and behaviours. This study aimed to examine whether GTP shares characteristics with other spontaneous cognitive phenomena, such as daydreaming and mind-pops. Additionally, it explored schizotypal traits and working memory capacity, which have been linked to involuntary cognitions, as well as game-related variables (e.g., Internet Gaming Disorder), psychological distress, and impulsivity as potential predictors of GTP. A total of 352 players (Mage = 25.38, SD = 5.90; 76% male) participated by completing online questionnaires and working memory tasks. Hierarchical multiple regression analysis revealed that GTP was significantly predicted by Internet Gaming Disorder, positive schizotypy, daydreaming, mind-popping, anxiety, and motor impulsivity. Further mediation analysis showed that positive schizotypy and mind-popping partially mediated the relationship between Internet Gaming Disorder and GTP. These findings highlight, for the first time, the importance of psychopathological traits and the frequency of involuntary cognitions in predicting one’s susceptibility to GTP. They also contribute to the theoretical understanding of GTP by suggesting that GTP may belong to a broader category of involuntary cognitive phenomena.
AB - Game Transfer Phenomena (GTP) refer to the involuntary transfer of video game experiences into the real world, which can manifest as altered sensory perceptions, automatic thoughts, and behaviours. This study aimed to examine whether GTP shares characteristics with other spontaneous cognitive phenomena, such as daydreaming and mind-pops. Additionally, it explored schizotypal traits and working memory capacity, which have been linked to involuntary cognitions, as well as game-related variables (e.g., Internet Gaming Disorder), psychological distress, and impulsivity as potential predictors of GTP. A total of 352 players (Mage = 25.38, SD = 5.90; 76% male) participated by completing online questionnaires and working memory tasks. Hierarchical multiple regression analysis revealed that GTP was significantly predicted by Internet Gaming Disorder, positive schizotypy, daydreaming, mind-popping, anxiety, and motor impulsivity. Further mediation analysis showed that positive schizotypy and mind-popping partially mediated the relationship between Internet Gaming Disorder and GTP. These findings highlight, for the first time, the importance of psychopathological traits and the frequency of involuntary cognitions in predicting one’s susceptibility to GTP. They also contribute to the theoretical understanding of GTP by suggesting that GTP may belong to a broader category of involuntary cognitive phenomena.
KW - Game Transfer Phenomena
KW - mind-wandering
KW - mind-pops
KW - Internet Gaming Disorder
KW - positive schizotypy
KW - working memory
U2 - 10.1016/j.entcom.2025.100964
DO - 10.1016/j.entcom.2025.100964
M3 - Article
SN - 1875-9521
VL - 54
SP - 1
EP - 14
JO - Entertainment Computing
JF - Entertainment Computing
M1 - 100964
ER -