H. J. François Dengah
Utah State University
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Featured researches published by H. J. François Dengah.
Culture, Medicine and Psychiatry | 2011
Jeffrey G. Snodgrass; Michael G. Lacy; H. J. François Dengah; Jesse Fagan; David E. Most
Videogame players commonly report reaching deeply “immersive” states of consciousness, in some cases growing to feel like they actually are their characters and really in the game, with such fantastic characters and places potentially only loosely connected to offline selves and realities. In the current investigation, we use interview and survey data to examine the effects of such “dissociative” experiences on players of the popular online videogame, World of Warcraft (WoW). Of particular interest are ways in which WoW players’ emotional identification with in-game second selves can lead either to better mental well-being, through relaxation and satisfying positive stress, or, alternatively, to risky addiction-like experiences. Combining universalizing and context-dependent perspectives, we suggest that WoW and similar games can be thought of as new “technologies of absorption”—contemporary practices that can induce dissociative states in which players attribute dimensions of self and experience to in-game characters, with potential psychological benefit or harm. We present our research as an empirically grounded exploration of the mental health benefits and risks associated with dissociation in common everyday contexts. We believe that studies such as ours may enrich existing theories of the health dynamics of dissociation, relying, as they often do, on data drawn either from Western clinical contexts involving pathological disintegrated personality disorders or from non-Western ethnographic contexts involving spiritual trance.
Games and Culture | 2012
Jeffrey G. Snodgrass; H. J. François Dengah; Michael G. Lacy; Jesse Fagan; David E. Most; Michael Blank; Lahoma Howard; Chad R. Kershner; Gregory Krambeer; Alissa Leavitt-Reynolds; Adam Reynolds; Jessica Vyvial-Larson; Josh Whaley; Benjamin Wintersteen
Combining perspectives from the new science of happiness with discussions regarding “problematic” and “addictive” play in multiplayer online games, the authors examine how player motivations pattern both positive and negative gaming experiences. Specifically, using ethnographic interviews and a survey, the authors explore the utility of Yee’s three-factor motivational framework for explaining the positive or negative quality of experiences in the popular online game World of Warcraft (2004-2012). The authors find that playing to Achieve is strongly associated with distressful play, results that support findings from other studies. By contrast, Social and Immersion play lead more typically to positive gaming experiences, conclusions diverging from those frequently reported in the literature. Overall, the authors suggest that paying attention to the positive as well as negative dimensions of inhabiting these online worlds will provide both for more balanced portraits of gamers’ experiences and also potentially clarify pathways toward problematic and addictive play.
Transcultural Psychiatry | 2013
Jeffrey G. Snodgrass; H. J. François Dengah; Michael G. Lacy; Jesse Fagan
Yee (2006) found three motivational factors—achievement, social, and immersion—underlying play in massively multiplayer online role-playing games (“MMORPGs” or “MMOs” for short). Subsequent work has suggested that these factors foster problematic or addictive forms of play in online worlds. In the current study, we used an online survey of respondents (N = 252), constructed and also interpreted in reference to ethnography and interviews, to examine problematic play in the World of Warcraft (WoW; Blizzard Entertainment, 2004–2013). We relied on tools from psychological anthropology to reconceptualize each of Yee’s three motivational factors in order to test for the possible role of culture in problematic MMO play: (a) For achievement, we examined how “cultural consonance” with normative understandings of success might structure problematic forms of play; (b) for social, we analyzed the possibility that developing overvalued virtual relationships that are cutoff from offline social interactions might further exacerbate problematic play; and (c) in relation to immersion, we examined how “dissociative” blurring of actual- and virtual-world identities and experiences might contribute to problematic patterns. Our results confirmed that compared to Yee’s original motivational factors, these culturally sensitive measures better predict problematic forms of play, pointing to the important role of sociocultural factors in structuring online play.
Journal of Anthropological Research | 2013
H. J. François Dengah
Understanding contested cultural boundaries continues to be a theoretical and empirical issue for anthropologists. For some time, cognitive and other likeminded anthropologists have used cultural consensus analysis (CCA), developed by Romney, Weller, and Batchelder (1986), to quantitatively estimate the level of cultural sharing around a particular domain. This method has limits and, as its critics (fairly or unfairly) have pointed out, can present a static, homogeneous image of culture. Residual agreement analysis (RAA) helps address this lacuna. This extension of CCA can identify subcultural variation and elicit the structural nature of such shared deviation. Utilizing data from Brazilian Pentecostals, CCA demonstrates that this community shares a model of lifestyle success known as A Vida Completa. Residual agreement analysis, however, shows systematic deviations from the overall cultural consensus across two congregations. This finding suggests that the distinction between how these two churches conceive of A Vida Completa may not be due to unique cultural beliefs but rather to differential emphasis of an underlying shared cultural model. This research demonstrates a novel extension of CCA and provides insights into the characteristics of Brazil’s fastest growing religious community.
New Media & Society | 2017
Jeffrey G. Snodgrass; Greg Batchelder; Scarlett Eisenhauer; Lahoma Howard; H. J. François Dengah; Rory Sascha Thompson; Josh Bassarear; Robert J Cookson; Peter Daniel Defouw; Melanie Matteliano; Colton Powell
We document the norms and practices of a “casual raiding guild” pursuing a balanced approach to World of Warcraft gaming under the banner “offline life matters.” Confirming insights in the problematic online gaming literature, our ethnography reveals that some guild members experience gaming distress. However, this guild’s normative culture helps its members better self-regulate and thus protect themselves from, among other things, their own impulses to over-play and thus compromise their offline lives. We suggest that cognitive anthropological “culture as socially transmitted knowledge” theories—combined with ethnographic methods—illuminate how socially learned gaming patterns shape online experiences. Our approach helps us refine theories judging socially motivated Internet activity as harmful. We affirm the potential for distress in these social gaming contexts, but we also show how a specific guild culture can minimize or even reverse such distress, in this case promoting experiences that strike a nice balance between thrill and comradery.
Computers in Human Behavior | 2018
H. J. François Dengah; Jeffrey G. Snodgrass; Robert J. Else; Evan R. Polzer
Relying on a novel integration of both survey data (N=3629) and egocentric social network interviews (N=53), this study explores associations between patterns of social support and online gaming involvement and experience. In both our large survey and network interviews, informants who possess a greater number of alters (social ties) who support their gaming are more likely to report deriving pleasure from their online play. We also find that intensive or hardcore gamers show evidence of homophily, with such players having a greater number of gamer-alters in their important person social networks and thus a more homogenous social composition. Importantly, more intensively involved gamers social networks also tend to be less dense and more fragmented. Interpreting the results, we argue that network consensus of social norms may compel gamers to both behave and judge their behavior in certain distinctive positive and negative ways. At the same time, gamers may also construct different types of networks by surrounding themselves with more supportive and like-minded alters. The employment of an ethnographically derived, mixed methodology allows us to go beyond more standard approaches that often rely on survey data alone. Our method lets us test social network theory hypotheses within gaming-related offline/online networks, ascertaining possible causal processes underlying links between social support and online gaming involvement and experience. The social network diagram of a positively involved online gamer, showing the manner that gamers come to dominate her important person network. Conceptual demonstration of advantages to integrating survey and social network data.Intensive gamers have demonstrably different network composition and structure.Network opinions and social norms can shape online gaming experiences.Level of gaming involvement may produce distinctive network structures.
Journal of Religion & Health | 2016
H. J. François Dengah
Research on the association between religion and health often neglects to provide an explicit theoretical mechanism of influence between faith and well-being. This research posits that dissociative behaviors, such as glossolalia, may provide a biological pathway that influences both physiological and psychological health. This paper argues that religious dissociation acts as a moderator between economic stressors and psychobiological appraisal. Brazil, with its economic inequality and preponderance of religious dissociative rituals, provides an ideal context to examine religious dissociation as a moderator of stress. Utilizing data from a cross section of Brazilian faiths, this paper examines: (1) Whether individuals with low socioeconomic status preferentially participate and experience religious dissociative states and (2) whether dissociative states are correlated with greater psychological appraisal of status.Research on the association between religion and health often neglects to provide an explicit theoretical mechanism of influence between faith and well-being. This research posits that dissociative behaviors, such as glossolalia, may provide a biological pathway that influences both physiological and psychological health. This paper argues that religious dissociation acts as a moderator between economic stressors and psychobiological appraisal. Brazil, with its economic inequality and preponderance of religious dissociative rituals, provides an ideal context to examine religious dissociation as a moderator of stress. Utilizing data from a cross section of Brazilian faiths, this paper examines: (1) Whether individuals with low socioeconomic status preferentially participate and experience religious dissociative states and (2) whether dissociative states are correlated with greater psychological appraisal of status.
Paidéia (Ribeirão Preto) | 2013
William W. Dressler; H. J. François Dengah; Mauro C. Balieiro; José Ernesto dos Santos
Cultural consonance is the degree to which individuals approximate prototypes encoded in cultural models. Low cultural consonance is associated with higher psychological distress. Religion may moderate the association between cultural consonance and psychological distress. Brazil, with substantial variation in religion, is an important society for the examination of this hypothesis. Research was conducted in Ribeirao Preto, Brazil, using a mixed-methods design. Measures of cultural consonance were derived using ethnographic methods and then applied in a survey of 271 individuals drawn from four distinct social strata. Low cultural consonance was associated with higher psychological distress in multiple regression analysis ( B = -.430, p < .001). Members of Pentecostal Protestant churches reported lower psychological distress independently of the effect of cultural consonance ( B = -.409, p < .05). There was no buffering effect of religion. Implications of these results for the study of religion and health are discussed.
Paidèia : Graduate Program in Psychology | 2013
William W. Dressler; H. J. François Dengah; Mauro C. Balieiro; José Ernesto dos Santos
Cultural consonance is the degree to which individuals approximate prototypes encoded in cultural models. Low cultural consonance is associated with higher psychological distress. Religion may moderate the association between cultural consonance and psychological distress. Brazil, with substantial variation in religion, is an important society for the examination of this hypothesis. Research was conducted in Ribeirao Preto, Brazil, using a mixed-methods design. Measures of cultural consonance were derived using ethnographic methods and then applied in a survey of 271 individuals drawn from four distinct social strata. Low cultural consonance was associated with higher psychological distress in multiple regression analysis ( B = -.430, p < .001). Members of Pentecostal Protestant churches reported lower psychological distress independently of the effect of cultural consonance ( B = -.409, p < .05). There was no buffering effect of religion. Implications of these results for the study of religion and health are discussed.
American Journal of Human Biology | 2018
Jeffrey G. Snodgrass; H. J. François Dengah; Michael G. Lacy; Robert J. Else; Evan R. Polzer; Jesusa M.G. Arevalo; Steven W. Cole
To combine social genomics with cultural approaches to expand understandings of the somatic health dynamics of online gaming, including in the controversial nosological construct of internet gaming disorder (IGD).