Apr 21 2025
Game Transfer Phenomenon
Have you ever been into a video game that you played for hours a day for a while? Did you ever experience elements of game play bleeding over into the real world? If you have, then you have experienced what psychologists call “game transfer phenomenon” or GTP. This can be subtle, such as unconsciously placing your hand on the AWSD keys on a keyboard, or more extreme such as imagining elements of the game in the real world, such as health bars over people’s heads.
None of this is surprising, actually. Our brains adapt to use. Spend enough time in a certain environment, engaging in a specific activity, experiencing certain things, and these pathways will be reinforced. This is essentially what PTSD is – spend enough time fighting for your life in extremely violent and deadly situations, and the behaviors and associations you learn are hard to turn off. I have experienced only a tiny whisper of this after engaging for extended periods of time in live-action gaming that involves some sort of combat (like paint ball or LARPing) – it may take a few days for you to stop looking for threats and being jumpy.
I have also noticed a bit of transfer (and others have noted this to me as well) in that I find myself reaching to pause or rewind a live radio broadcast because I missed something that was said. I also frequently try to interact with screens that are not touch-screens. I am getting used to having the ability to affect my physical reality at will.
Now there is a new wrinkle to this phenomenon – we have to consider the impact of spending more and more time engaged in virtual experiences. This will only get more profound as virtual reality becomes more and more a part of our daily routine. I am also thinking about the not-to-distant future and beyond, where some people might spend huge chunks of their day in VR. Existing research shows that GTP is more likely to occur with increased time and immersiveness. What happens when our daily lives are a blend of the virtual and the physical? Not only is there VR, there is augmented reality (AR) where we overlay digital information onto our perception of the real world. This idea was explored in a Dr. Who episode in which a society of people were so dependent on AR that they were literally helpless without it, unable to even walk from point A to B.