Dissociação
De acordo com a DSM 5 dissociação é a "rutura e/ou incontinuidade na integração da consciência, memória, identidade, emoção, perceção, representação do corpo, controlo motor e comportamento". Até certo ponto, todos experienciamos dissociação, por exemplo quando nos focamos em algo e ignoramos o que nos rodeia ou quando entramos em "autopiloto" e nos esquecemos do processo de uma ação que tomamos (como quando vamos a caminho de algum sítio e chegamos lá sem nos recordarmos da viagem).
Segundo a NHS e diversos estudos distúrbios dissociativos são criados através de trauma, muitas vezes relacionados com trauma de infância, e são associados com outras condições médicas como ansiedade, depressão, self-harm, distúbios alimentares e ocd.
"Dissociative disorders listed and defined in DSM-5 are Dissociative Identity Disorder, Dissociative Amnesia, and Depersonalization/Derealization Disorder, as well as Other Specified Dissociative Disorder and Unspecified Dissociative Disorder. (...) Current concepts of dissociation encompass a wide range of phenomena including highly pathological disturbances of memory such as in states of amnesia, disturbance of consciousness such as in fugue states, and identity disturbance as well as common and benign experiences involving attention such as absorption, daydreaming, and fantasy.
Dissociation has long been assumed to develop as a mechanism for coping with severe trauma. Extensive literature has documented a relationship between trauma and dissociation and elaborated presumptive psychological mechanisms in a “trauma model of dissociation”.
RWD (real world dissociation) em Jogos
Na sua tese, Charlene Jennett explora a dissociação do mundo real quando jogamos e liga-a ao desejo de escapismo:
"Escapism is one of the appealing aspects of leisure activities. (...) Crawford (2003) writes that computer games are used as a way to „slip away‟ from the real world:
“Just as some people drink to forget, some videogamers slip out of a world of overbearing parents, demanding teachers, and dismal failure, to enter a world of simple challenges and frequent glorious successes. Their loss of awareness of the world around them is no happenstance; it‟s an important part of the appeal of the experience.” (Crawford, 2003)
(...)Part of the reason why computer games allow the player to have a sense of escapism is that they are immersive experiences.
(...)during game immersion the player is aware of the game above all else. In a factor analytic study, Jennett et al. (2008) refer to this part of the immersive experience as “real world dissociation” (RWD). RWD refers to the extent to which a person is less aware of the real world as a result of playing the game; the factor had strong loadings for items expected to measure mental transportation and being less aware of your surroundings. Other factors of the immersive experience identified by Jennett et al. (2008) included cognitive involvement, emotional involvement, challenge and control.
Dissociative Disorders em nhs.ukr
Dissociation and Disasters: A Systematic Review por Fatih Canan e Carol S North
The role of depression and dissociation in the relationship between childhood trauma
and bulimic symptoms among ethnically diverse female undergraduates
por Clarice K.Gerke, Suzanne E.Mazzeo e WendyKliewer
por Kathleen S.Ferguson e Christine M.Dacey
Dissociable brain correlates for depression, anxiety,dissociation, and somatization in depersonalization-derealization disorder por Erwin Lemche e outros