Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 Cerebral glucose metabolic rates  





2 Neuroplasticity and working memory  





3 Place in cognition  





4 Challenging traditional views of memory and perception  





5 Applications in trauma therapy and cravings  





6 Game transfer phenomena  





7 History  





8 See also  





9 References  





10 External links  














Tetris effect: Difference between revisions






العربية
Беларуская
Беларуская (тарашкевіца)
Български
Català
Deutsch
Español
Esperanto
فارسی
Français
Galego
ि
Bahasa Indonesia
Italiano
עברית

Norsk bokmål
Oʻzbekcha / ўзбекча
Português
Русский
Türkçe
Українська
 

Edit links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 




In other projects  



Wikimedia Commons
 
















Appearance
   

 





Help
 

From Wikipedia, the free encyclopedia
 


Browse history interactively
 Previous edit
Content deleted Content added
Undid revision 1134761659 by 141.136.164.149 - first-person anecdote not about this effect
Tags: Manual revert Mobile edit Mobile web edit
 
(41 intermediate revisions by 33 users not shown)
Line 1: Line 1:

{{Short description|Repatterned modes of perception after devotion to an activity}}

{{Short description|Repatterned modes of perception after devotion to an activity}}

{{For|the 2018 video game|Tetris Effect}}

{{For|the 2018 video game|Tetris Effect{{!}}''Tetris Effect''}}

[[Image:Typical Tetris Game.svg|thumb|200px|Screenshot of a tetromino game. People who play video puzzle games like this for a long time may see moving images like this at the edges of their visual fields, when they close their eyes, or when they are drifting off to sleep.]]

[[Image:Typical Tetris Game.svg|thumb|200px|Screenshot of a tetromino game. People who play video puzzle games like this for a long time may see moving images like this at the edges of their visual fields, when they close their eyes, or when they are drifting off to sleep.]]

{{DISPLAYTITLE:''Tetris'' effect}}

{{DISPLAYTITLE:''Tetris'' effect}}

The '''''Tetris'' effect''' occurs when people devote so much time and attention to an activity that it begins to pattern their [[thought]]s, [[mental image]]s, and [[dream]]s.<ref name="Earling">{{cite web |last1=Earling |first1=Annette |title=Do Computer Games Fry Your Brain? |url=http://www.citypaper.net/articles/032196/article038.shtml |website=[[Philadelphia City Paper]] |access-date=January 22, 2008 |archive-url=https://web.archive.org/web/20080122021142/http://www.citypaper.net/articles/032196/article038.shtml |archive-date=January 22, 2008 |date=March 21, 1996 |url-status=dead}}</ref> It takes its name from the [[video game]] ''[[Tetris]]''.<ref name="Earling" />

The '''Tetris effect''' occurs when someone dedicates vast amounts of time, effort and concentration on an activity which thereby alters their thoughts, experiences, dreams, and so on.<ref name=":0">{{Cite magazine |last=Goldsmith |first=Jeffrey |title=This Is Your Brain on Tetris |url=https://www.wired.com/1994/05/tetris-2/ |access-date=2024-03-18 |magazine=Wired |language=en-US |issn=1059-1028}}</ref> The term originates from the popular video game ''[[Tetris]]''.



People who have played ''Tetris'' for a prolonged amount of time can find themselves thinking about ways different shapes in the real world can fit together, such as the boxes on a supermarket shelf or the buildings on a street.<ref name="Earling" /> They may see colored images of pieces falling into place on an invisible layout at the edges of their visual fields or when they close their eyes.<ref name="Earling" /> They may see such colored, moving images when they are falling asleep, a form of [[Hypnagogia|hypnagogic imagery]].<ref name="stickgold">{{Cite journal|title = Replaying the Game: Hypnagogic Images in Normals and Amnesics|journal = Science|date = 2000-10-13|issn = 0036-8075|pmid = 11030656|pages = 350–353|volume = 290|issue = 5490|doi = 10.1126/science.290.5490.350|first1 = Robert|last1 = Stickgold|first2 = April|last2 = Malia|first3 = Denise|last3 = Maguire|first4 = David|last4 = Roddenberry|first5 = Margaret|last5 = O'Connor|bibcode = 2000Sci...290..350S}}</ref>

People who have played ''Tetris'' for a prolonged amount of time can find themselves thinking about ways different shapes in the real world can fit together, such as the boxes on a supermarket shelf or the buildings on a street.<ref name="Earling">{{cite web |last1=Earling |first1=Annette |date=March 21, 1996 |title=Do Computer Games Fry Your Brain? |url=http://www.citypaper.net/articles/032196/article038.shtml |url-status=dead |archive-url=https://web.archive.org/web/20080122021142/http://www.citypaper.net/articles/032196/article038.shtml |archive-date=January 22, 2008 |access-date=January 22, 2008 |website=[[Philadelphia City Paper]]}}</ref> They may see colored images of pieces falling into place on an invisible layout at the edges of their visual fields or when they close their eyes.<ref name="Earling" /> They may see such colored, moving images when they are falling asleep, a form of [[Hypnagogia|hypnagogic imagery]].<ref name="stickgold">{{cite journal |last1=Stickgold |first1=Robert |last2=Malia |first2=April |last3=Maguire |first3=Denise |last4=Roddenberry |first4=David |last5=O'Connor |first5=Margaret |title=Replaying the Game: Hypnagogic Images in Normals and Amnesics |journal=Science |date=13 October 2000 |volume=290 |issue=5490 |pages=350–353 |doi=10.1126/science.290.5490.350 |pmid=11030656 |bibcode=2000Sci...290..350S }}</ref> For some, this creative urge to visually fit shapes together by organising and building shapes can be extremely addictive.<ref name=":0" />



Those experiencing the effect may feel they are unable to prevent the thoughts, images, or dreams from happening.<ref name="StickgoldABC">Stickgold, R., interviewed 30 October 2000 by [[Norman Swan]] for ''[[The Health Report]]'' on Australia's [[Radio National]] ([https://web.archive.org/web/20001109180400/http://abc.net.au/rn/talks/8.30/helthrpt/stories/s206232.htm transcript]). Retrieved 15 January 2020.</ref>

Those experiencing the effect may feel they are unable to prevent the thoughts, images or dreams from happening.<ref name="StickgoldABC">Stickgold, R., interviewed 30 October 2000 by [[Norman Swan]] for ''[[The Health Report]]'' on Australia's [[Radio National]] ([https://web.archive.org/web/20001109180400/http://abc.net.au/rn/talks/8.30/helthrpt/stories/s206232.htm transcript]). Retrieved 15 January 2020.</ref>



A more comprehensive understanding of the lingering effects of playing video games has been investigated empirically as game transfer phenomena (GTP).<ref>{{Cite journal |last1=Ortiz de Gortari |first1=Angelica B. |last2=Gackenbach |first2=Jayne |date=2021 |title=Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors |journal=Frontiers in Psychology |volume=12 |page=585547 |doi=10.3389/fpsyg.2021.585547 |pmid=33967879 |pmc=8100040 |issn=1664-1078|doi-access=free }}</ref>

A more comprehensive understanding of the lingering effects of playing video games has been investigated empirically as game transfer phenomena (GTP).<ref>{{cite journal |last1=Ortiz de Gortari |first1=Angelica B. |last2=Gackenbach |first2=Jayne |title=Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors |journal=Frontiers in Psychology |date=22 April 2021 |volume=12 |page=585547 |doi=10.3389/fpsyg.2021.585547 |pmid=33967879 |pmc=8100040 |doi-access=free }}</ref>



== Cerebral glucose metabolic rates ==

==Other examples==

There is evidence demonstrating that human brains are prepared to make sense of visual information, given it has received the proper stimulation to get hooked up properly.<ref>{{Cite web |title=Kortext |url=https://read.kortext.com/reader/epub/339781?page= |access-date=2024-03-18 |website=read.kortext.com}}</ref> In first time users, ''Tetris'' significantly raises cerebral glucose metabolic rates (GMRs), meaning energy consumption rates soar. However, after continuously playing for four to eight weeks, these levels return to normal, despite performance improving significantly.<ref name=":0" /> This suggests that the initial increase in GMR levels may be a reflection of the brain adapting to the novel demands and conditions of the game, causing alertness and arousal; and over time, this adaptation results in a cognitive processing that is more efficient and optimised. This heightened alertness and cognitive engagement experiences both during and after play, has the potential to boost the brain's tendency to integrate ''Tetris''-related patterns into everyday life.

[[File:Oasis of the Seas.jpg|thumb|People who spend long periods of time at sea, such as passengers and crews aboard [[cruise ship]]s, may experience an [[illusions of self-motion|illusory feeling that they are moving]] when standing on solid ground after returning to shore, a phenomenon referred to as [[Illusions of self-motion#Sea legs, dock rock, or stillness illness|sea legs]].]]

The ''Tetris'' effect can occur with other video games.<ref name="terdiman">{{Cite magazine |first = Daniel |last=Terdiman|date = January 11, 2005|url = https://www.wired.com/2005/01/real-world-doesnt-use-a-joystick/|archive-url = https://web.archive.org/web/20191224021311/https://www.wired.com/2005/01/real-world-doesnt-use-a-joystick/|archive-date = 2019-12-24|title = Real World Doesn't Use a Joystick|magazine = Wired|url-status = live}}</ref> It has also been known to occur with non-video games, such as the illusion of curved lines after doing a [[jigsaw puzzle]], the checker pattern of a chess board (or imagining chess pieces in unrelated objects or phenomena), or the involuntary mental visualisation of [[Rubik's Cube]] algorithms common among [[Speedcubing|speedcubers]].



== Neuroplasticity and working memory ==

The earliest example that relates to a computer game was created by the game [[Spacewar!]] As documented in [[Steven Levy]]'s book ''[[Hackers: Heroes of the Computer Revolution|Hackers]]'':『Peter Samson, second only to Saunders in Spacewarring, realized this one night when he went home to Lowell. As he stepped out of the train, he stared upward into the crisp, clear sky. A meteor flew overhead. ''Where's the spaceship?'' Samson thought as he instantly swiveled back and grabbed the air for a control box that wasn’t there.』(p. 52.)

The occurrence of this phenomenon can be elucidated by the [[neuroplasticity]] exhibited in the human brain, particularly in the context of [[Baddeley's model of working memory]], also known as visuospatial working memory (WM). When individuals play ''Tetris'' for prolonged periods of time, their brains become highly tuned to recognising and processing the distinctive shapes and patterns of the game. This in turn can lead to these patterns appearing in the mind's eyes when not actively playing.



When playing ''Tetris'', the human brain engages in tasks requiring constant manipulation and organisation of visual stimuli. This process consumes cognitive resources within the WM as a significant portion of resources are allocated to tasks such as imagining how an object will rotate while maintaining a mental representation of the configuration of the board.<ref>{{Cite journal |last1=Pilegard |first1=Celeste |last2=Mayer |first2=Richard E. |date=2018-07-01 |title=Game over for Tetris as a platform for cognitive skill training |url=https://www.sciencedirect.com/science/article/pii/S0361476X17304988 |journal=Contemporary Educational Psychology |volume=54 |pages=29–41 |doi=10.1016/j.cedpsych.2018.04.003 |issn=0361-476X}}</ref> With repeated exposure to ''Tetris'', the brain begins to adapt to the increased demand for WM resources such as attention from the [[central executive]], facilitating their ability to selectively focus on pertinent information whilst disregarding irrelevant stimuli. This adaptation is a form of neuroplasticity, where the brain recognises its structure and function in response to this experience; making your brain more efficient at allocating WM resources. Studies have shown that when individuals perform a mental rotation task, there was activation in their [[frontal cortex]], their [[premotor cortex]] and their [[middle frontal gyrus]]. This data is consistent with the hypothesis that mental rotation engages cortical areas involved in tracking moving objects and encoding spatial relations; all of which contribute to working memory processes.<ref>{{Cite journal |last1=Cohen |first1=M. S. |last2=Kosslyn |first2=S. M. |last3=Breiter |first3=H. C. |last4=DiGirolamo |first4=G. J. |last5=Thompson |first5=W. L. |last6=Anderson |first6=A. K. |last7=Brookheimer |first7=S. Y. |last8=Rosen |first8=B. R. |last9=Belliveau |first9=J. W. |date=February 1996 |title=Changes in cortical activity during mental rotation. A mapping study using functional MRI |url=https://pubmed.ncbi.nlm.nih.gov/8624697/ |journal=[Brain: A Journal of Neurology] |volume=119 (Pt 1) |pages=89–100 |doi=10.1093/brain/119.1.89 |issn=0006-8950 |pmid=8624697 |via=PubMed}}</ref> In turn, this activity stimulates the neurons and synaptic connections involved in visuospatial processing, strengthening them over time. This has been furthered by studies using neuroimaging techniques such as [[functional magnetic resonance imaging]] to show how continuous ''Tetris'' game play leads to an increase in cortical thickness.<ref>{{Cite web |date=2009-09-01 |title=fMRI Identifies Effects of Tetris Practice on the Brain |url=http://www.itnonline.com/content/fmri-identifies-effects-tetris-practice-brain |access-date=2024-03-18 |website=Imaging Technology News |language=en}}</ref> A study by Haier et al. found that after three-months of playing ''Tetris'', participants showed relatively thicker cortexes in the [[Brodmann area 6]] which plays a role in the planning of complex, coordinated movements; demonstrating how the brain undergoes plastic changes to accommodate the demands of the task. As the brain is more attuned to detecting and encoding patterns similar to those encountered during gameplay, there may be involuntary retrieval of ''Tetris''-related images in everyday life.

Robert Stickgold reported on his own experiences of [[proprioception|proprioceptive]] imagery from rock climbing.<ref name="StickgoldABC" /> Another example, [[Illusions of self-motion#Sea legs, dock rock, or stillness illness|sea legs]], are a kind of Tetris effect. A person newly on land after spending long periods at sea may sense illusory rocking motion, having become accustomed to the constant work of adjusting to the boat making such movements (see "[[Illusions of self-motion]]" and "[[Mal de debarquement]]"). The poem "[[Boots (poem)|Boots]]" by [[Rudyard Kipling]] describes the effect, resulting from repetitive visual experience during a [[Loaded march|route march]]:



==Place in cognition==

{{Quote|text='Tain't—so—bad—by—day because o' company,<br>

[[Robert Stickgold|Stickgold]] et al. (2000) have proposed that ''Tetris'' effect imagery is a separate form of memory, likely related to [[procedural memory]].<ref name="stickgold" /> This is from their research in which they showed that people with [[anterograde amnesia]], unable to form new [[declarative memory|declarative memories]], reported dreaming of falling shapes after playing ''Tetris'' during the day, despite not being able to remember playing the game at all.

But—night—brings—long—strings—o' forty thousand million<br>

Boots—boots—boots—boots—movin' up an' down again.<br>

There's no discharge in the war!|sign=[[Rudyard Kipling]]|source=''Boots''}}



== Challenging traditional views of memory and perception ==

Mathematicians have reported dreaming of numbers or equations; for example [[Srinivasa Ramanujan]], or [[Friedrich Engel (mathematician)|Friedrich Engel]], who remarked "last week in a dream I gave a chap my shirt-buttons to [[Derivative|differentiate]], and he ran off with them".<ref>{{cite letter

The ''Tetris'' effect has shown to challenge traditional views of memory and perception by highlighting the dynamic and active nature of the cognitive processes involved. Traditionally, memory theories such as the [[Information processing theory]] conceptualised memory and perception as passive processes involving the storage and retrieval of information in a similar manner to a computer, without much emphasis on the active manipulation or construction of mental representations. However, studies have shown that the ''Tetris'' effect involves the active construction and manipulation of mental representations based on individual experiences. [[Robert Stickgold|Stickgold]] et al found that participants who played ''Tetris'' for an extended period of time reported experiencing vivid mental images of falling ''Tetris'' blocks even when not playing the game.<ref>{{Cite journal |last1=Stickgold |first1=Robert |last2=Malia |first2=April |last3=Maguire |first3=Denise |last4=Roddenberry |first4=David |last5=O'Connor |first5=Margaret |date=2000-10-13 |title=Replaying the Game: Hypnagogic Images in Normals and Amnesics |url=https://www.science.org/doi/10.1126/science.290.5490.350 |journal=Science |language=en |volume=290 |issue=5490 |pages=350–353 |doi=10.1126/science.290.5490.350 |pmid=11030656 |bibcode=2000Sci...290..350S |issn=0036-8075}}</ref> As the brain actively generates and maintains representations of ''Tetris''-related stimuli, the constructive memory model provides a framework for understanding how the ''Tetris'' effect arises by emphasising the idea that cognitive processes are not passive receptacles for sensory information but are active processes involving interpretation, reconstruction and adaptation based on individual experiences.<ref>{{Cite journal |last=Schacter |first=Daniel L. |date=March 2012 |title=Constructive memory: past and future |journal=Dialogues in Clinical Neuroscience |volume=14 |issue=1 |pages=7–18 |doi=10.31887/DCNS.2012.14.1/dschacter |issn=1294-8322 |pmc=3341652 |pmid=22577300}}</ref> This thereby challenges traditional views of memory and perception.

| first = Friedrich

| last = Engels

| recipient = Karl Marx

| subject = Marx-Engels Correspondence 1881

| date = August 10, 1881

| url = https://www.marxists.org/archive/marx/works/1881/letters/81_08_10a.htm

| access-date = July 31, 2014

}}</ref>



== Applications in trauma therapy and cravings ==

==Place in cognition==

The ''Tetris'' Effect has been explored as a potential tool for alleviating trauma-related symptoms, particularly in the context of [[Post-traumatic stress disorder]] (PTSD). A study conducted by Iyadurai et al in 2010<ref name=":1">{{Cite journal |last1=Iyadurai |first1=L |last2=Blackwell |first2=S E |last3=Meiser-Stedman |first3=R |last4=Watson |first4=P C |last5=Bonsall |first5=M B |last6=Geddes |first6=J R |last7=Nobre |first7=A C |last8=Holmes |first8=E A |date=2018 |title=Preventing intrusive memories after trauma via a brief intervention involving Tetris computer game play in the emergency department: a proof-of-concept randomized controlled trial |journal=Molecular Psychiatry |volume=23 |issue=3 |pages=674–682 |doi=10.1038/mp.2017.23 |issn=1359-4184 |pmc=5822451 |pmid=28348380}}</ref> hypothesised that playing ''Tetris'' would disrupt consolidation of sensory elements of trauma memory following a motor vehicle accident. Results vindicated the efficacy of the ''Tetris''-based intervention as there were fewer intrusive memories overall and the frequency of these memories decreased rapidly over time, despite reminding individuals of the traumatic events faced. These reminder cues followed by the interference task of playing ''Tetris'' competes for cognitive resources with the traumatic memory, disrupting the consolidation process of the traumatic memory traces, reducing their intensiveness and emotional impact. Therefore, including a reminder cue in the ''Tetris'' Effect Intervention didn't exacerbate distress but rather strategically guided the interference process towards the most salient aspects of the memory, enhancing the effectiveness of the intervention in reducing PTSD symptoms. However, the applications of the ''Tetris'' Effect is not just limited to trauma therapy. A study by Skorka-Brown et al<ref>{{Cite journal |last1=Skorka-Brown |first1=Jessica |last2=Andrade |first2=Jackie |last3=Whalley |first3=Ben |last4=May |first4=Jon |date=December 2015 |title=Playing Tetris decreases drug and other cravings in real world settings |url=https://doi.org/10.1016/j.addbeh.2015.07.020 |journal=[[Addictive Behaviors]] |volume=51 |pages=165–170 |doi=10.1016/j.addbeh.2015.07.020 |pmid=26275843 |issn=0306-4603 |via=Elsevier Science Direct|hdl=10026.1/3458 |hdl-access=free }}</ref> demonstrated how visual cognitive interference such as playing ''Tetris'' can be used to reduce cravings for substances. Participants were required to play ''Tetris'' for three minutes a day, which reduced drugs and food cravings from 70% to 50%. The ''Tetris'' effect once again reduces these cravings by occupying mental processes supporting the imagery; making it harder to imagine consuming a substance or engaging in an activity simultaneously. However, further work is needed to improve controls as it is challenging to create an 'inactive control' resembling the active treatment in such psychological interventions.<ref name=":1" />

[[Robert Stickgold|Stickgold]] et al. (2000) have proposed that ''Tetris-effect'' imagery is a separate form of [[memory]], likely related to [[procedural memory]].<ref name="stickgold" /> This is from their research in which they showed that people with [[anterograde amnesia]], unable to form new [[declarative memory|declarative memories]], reported dreaming of falling shapes after playing ''Tetris'' during the day, despite not being able to remember playing the game at all.



== Game transfer phenomena ==

== Game transfer phenomena ==

A series of empirical studies with over 6,000 gamers has been conducted since 2010 into ''game transfer phenomena'' (GTP), a broadening of the Tetris effect concept coined by Angelica B. Ortiz de Gortari in her thesis.<ref>{{Cite web|url=https://gametransferphenomena.com/the-impact-of-video-games/|title=Game Transfer Phenomena research website|website=Game Transfer Phenomena|language=en-GB|access-date=2019-12-17}}</ref> GTP is not limited to altered visual perceptions or mental processes but also includes auditory, tactile and kinaesthetic sensory perceptions, sensations of unreality, and automatic behaviours with video game content. GTP establishes the differences between endogenous (e.g., seeing images with closed eyes, hearing music in the head) and exogenous phenomena (e.g., seeing power bars above people's head, hearing sounds coming from objects associated with a video game) and between involuntary (e.g., saying something involuntarily with video game content) and voluntary behaviours (e.g., using slang from the video game for amusement).<ref>{{Cite web|url=https://www.gamasutra.com/blogs/AngelicaOrtizdeGortari/20181203/331838/Embracing_pseudohallucinatory_phenomena_induced_by_playing_video_games.php|title=Embracing pseudo-hallucinatory phenomena induced by playing video games|first=Angelica|last=Ortiz de Gortari|language=en-GB|work=Gamasutra|date=March 12, 2018|access-date=January 15, 2019}}</ref><ref>{{Cite journal|url=https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780198812746.001.0001/oxfordhb-9780198812746-e-29|title=Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field|first=Angelica B.|last=Ortiz de Gortari|editor4-first=Daria J|editor4-last=Kuss|editor3-first=Melanie|editor3-last=Keep|editor2-first=Chris|editor2-last=Fullwood|editor1-first=Alison|editor1-last=Attrill-Smith|year=2019|language=en-GB|journal=The Oxford Handbook of Cyberpsychology|pages=531–556|doi=10.1093/oxfordhb/9780198812746.013.29|isbn=9780198812746}}</ref><ref>{{Cite journal|title=Prevalence and characteristics of Game Transfer Phenomena: A descriptive survey study|first1=Angelica B.|last1=Ortiz de Gortari|first2=Mark D.|last2=Griffiths|year=2016|language=en-GB|journal=International Journal of Human-Computer Interaction|volume=32|issue=6|pages=470–480|doi=10.1080/10447318.2016.1164430|s2cid=30873640|issn=1044-7318|url=http://irep.ntu.ac.uk/id/eprint/27363/1/PubSub5120_Griffiths.pdf}}</ref>

A series of empirical studies with over 6,000 gamers has been conducted since 2010 into "game transfer phenomena" (GTP), a broadening of the ''Tetris'' effect concept coined by Angelica B. Ortiz de Gortari in her thesis.<ref>{{Cite web|url=https://gametransferphenomena.com/the-impact-of-video-games/|title=Game Transfer Phenomena research website|website=Game Transfer Phenomena|date=13 November 2010 |language=en-GB|access-date=2019-12-17}}</ref> GTP is not limited to altered visual perceptions or mental processes but also includes auditory, tactile and kinaesthetic sensory perceptions, sensations of unreality, and [[Automatic behavior|automatic behaviours]] with video game content. GTP establishes the differences between endogenous (e.g., seeing images with closed eyes, hearing music in the head) and exogenous phenomena (e.g., seeing power bars above people's head, hearing sounds coming from objects associated with a video game) and between involuntary (e.g., saying something involuntarily with video game content) and voluntary behaviours (e.g., using slang from the video game for amusement). Awareness of GTP among healthcare professionals is currently lacking, resulting in documented cases of misdiagnosed psychosis and unnecessary use of anti-psychotics in patients who were experiencing GTP. Individuals with pre-existing hallucinatory tendencies are more likely to experience the effects of GTP, although individuals who do not display these tendencies may still experience GTP, likely at a lower degree.<ref>{{cite journal |last1=Palmer-Cooper |first1=Emma |title=Unusualexperiences and their association with metacognition: investigating ASMR and Tulpamanc |url=https://pubmed.ncbi.nlm.nih.gov/34743647/ |journal=Cognitive Neuropsychiatry |date=March–May 2022 |volume=27 |issue=2–3 |pages=86–104 |doi=10.1080/13546805.2021.1999798 |access-date=26 February 2024 |publisher=InformaUK Limited |pmid=34743647}}</ref> Recent research has begun to explore other clinical applications of GTP, particularly among adolescents and young adults. Today, over 20 studies have been published.<ref>{{Cite web|url=https://www.gamasutra.com/blogs/AngelicaOrtizdeGortari/20181203/331838/Embracing_pseudohallucinatory_phenomena_induced_by_playing_video_games.php|title=Embracing pseudo-hallucinatory phenomena induced by playing video games|first=Angelica|last=Ortiz de Gortari|language=en-GB|work=Gamasutra|date=March 12, 2018|access-date=January 15, 2019}}{{self-published inline|date=July 2023}}</ref><ref>{{cite book |doi=10.1093/oxfordhb/9780198812746.013.29 |chapter=Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field |title=The Oxford Handbook of Cyberpsychology |year=2019 |editor-last1=Attrill-Smith |editor-last2=Fullwood |editor-last3=Keep |editor-last4=Kuss |editor-first1=Alison |editor-first2=Chris |editor-first3=Melanie |editor-first4=Daria J. |last1=Ortiz De Gortari |first1=Angelica B. |pages=531–556 |isbn=978-0-19-881274-6 }}</ref><ref>{{cite journal |last1=Ortiz de Gortari |first1=Angelica B. |last2=Griffiths |first2=Mark D. |title=Prevalence and Characteristics of Game Transfer Phenomena: A Descriptive Survey Study |journal=International Journal of Human-Computer Interaction |date=2 June 2016 |volume=32 |issue=6 |pages=470–480 |doi=10.1080/10447318.2016.1164430 |s2cid=30873640 |url=http://irep.ntu.ac.uk/id/eprint/27363/1/PubSub5120_Griffiths.pdf }}</ref><ref>{{cite journal |last1=De Gortari |first1=A. Ortiz |last2=Basche |first2=A. |title=Pain and gain of auditory intrusions with video game content: Game transfer phenomena in clinical cases |journal=European Psychiatry |date=April 2021 |volume=64 |issue=S1 |pages=S642 |id={{ProQuest|2560869230}} |doi=10.1192/j.eurpsy.2021.1705 |pmc=9479913 }}</ref>



==History==

==History==

The earliest known reference to the term appears in Jeffrey Goldsmith's article, "This is Your Brain on ''Tetris''", published in ''[[Wired (magazine)|Wired]]'' in May 1994:

The earliest known reference to the term appears in Jeffrey Goldsmith's article, "This is Your Brain on ''Tetris''", published in ''[[Wired (magazine)|Wired]]'' in May 1994:

<blockquote>

<blockquote>

No home was sweet without a [[Game Boy]] in 1990. That year, I stayed "for a week" with a friend in Tokyo, and Tetris enslaved my brain. At night, geometric shapes fell in the darkness as I lay on loaned [[tatami]] floor space. Days, I sat on a lavender suede sofa and played Tetris furiously. During rare jaunts from the house, I visually fit cars and trees and people together. [...]

No home was sweet without a [[Game Boy]] in 1990. That year, I stayed "for a week" with a friend in Tokyo, and ''Tetris'' enslaved my brain. At night, geometric shapes fell in the darkness as I lay on loaned [[tatami]] floor space. Days, I sat on a lavender suede sofa and played ''Tetris'' furiously. During rare jaunts from the house, I visually fit cars and trees and people together. [...]



The Tetris effect is a biochemical, reductionistic metaphor, if you will, for curiosity, invention, the creative urge. To fit shapes together is to organize, to build, to make deals, to fix, to understand, to fold sheets. All of our mental activities are analogous, each as potentially addictive as the next.<ref>{{cite web|last=Goldsmith|first=Jeffrey|title=This is Your Brain on Tetris|url=https://www.wired.com/wired/archive/2.05/tetris.html|work=Wired Issue 2.05|access-date=20 December 2012|date=May 1994}}</ref>

The ''Tetris'' effect is a biochemical, reductionistic metaphor, if you will, for curiosity, invention, the creative urge. To fit shapes together is to organize, to build, to make deals, to fix, to understand, to fold sheets. All of our mental activities are analogous, each as potentially addictive as the next.<ref>{{cite web|last=Goldsmith|first=Jeffrey|title=This is Your Brain on Tetris|url=https://www.wired.com/wired/archive/2.05/tetris.html|work=Wired Issue 2.05|access-date=20 December 2012|date=May 1994}}</ref>

</blockquote>

</blockquote>

The term was rediscovered by Earling (1996),<ref name="Earling"/> citing a use of the term by Garth Kidd in February 1996.<ref name="Kidd">{{Cite journal|url = http://catless.ncl.ac.uk/Risks/17.78.html#subj1|title = Possible future risk of virtual reality|last = Kidd|first = Garth|date = 1996-02-20|journal = The RISKS Digest: Forum on Risks to the Public in Computers and Related Systems|access-date = 2015-07-23|volume = 17|issue = 78}}</ref> Kidd described "after-images of the game for up to days afterwards" and "a tendency to identify everything in the world as being made of four squares and attempt to determine 'where it fits in'". Kidd attributed the origin of the term to computer-game players from [[Adelaide]], [[Australia]]. The earliest description of the general phenomenon appears in [[Neil Gaiman]]'s science fiction poem "Virus"<ref name="Virus">{{Cite book|title=Virus |last=Gaiman |first=Neil |year=1987 |url=https://www.scribd.com/doc/7227151/Gaiman-Neil-Virus |url-status=dead |author-link=Neil Gaiman |archive-url=https://web.archive.org/web/20121105220818/http://www.scribd.com/doc/7227151/Gaiman-Neil-Virus |archive-date=November 5, 2012 }}</ref> (1987) in Digital Dreams. The ending of [[The Witness (2016 video game)|The Witness]] resembles the Tetris effect, where the unnamed protagonist is taken out of the game's [[virtual reality]] and sees the game's puzzles in real-world objects. It is also suggested as early as 1930 in [[Vladimir Nabokov|Vladimir Nabokov’s]] novel [[The Defence]], featuring a chess player who begins to see elements of [[Chess]] in real-world situations, eventually driving him to madness.<ref>{{Cite book|last=Nabokov|first=Vladimir|url=http://archive.org/details/in.ernet.dli.2015.458615|title=The Defence}}</ref>

The term was rediscovered by Earling (1996),<ref name="Earling"/> citing a use of the term by Garth Kidd in February 1996.<ref name="Kidd">{{Cite journal|url = http://catless.ncl.ac.uk/Risks/17.78.html#subj1|title = Possible future risk of virtual reality|last = Kidd|first = Garth|date = 1996-02-20|journal = The RISKS Digest: Forum on Risks to the Public in Computers and Related Systems|access-date = 2015-07-23|volume = 17|issue = 78}}</ref> Kidd described "after-images of the game for up to days afterwards" and "a tendency to identify everything in the world as being made of four squares and attempt to determine 'where it fits in'". Kidd attributed the origin of the term to computer-game players from [[Adelaide]], [[Australia]]. The earliest description of the general phenomenon appears in [[Neil Gaiman]]'s science fiction poem "Virus"<ref name="Virus">{{Cite book|title=Virus |last=Gaiman |first=Neil |year=1987 |url=https://www.scribd.com/doc/7227151/Gaiman-Neil-Virus |url-status=dead |author-link=Neil Gaiman |archive-url=https://web.archive.org/web/20121105220818/http://www.scribd.com/doc/7227151/Gaiman-Neil-Virus |archive-date=November 5, 2012 }}{{self-published inline|date=July 2023}}{{psc|date=July 2023}}</ref> (1987) in ''Digital Dreams''.



In 2018, the term was announced as the name of [[Tetris Effect|a new ''Tetris'' game]] on the [[PlayStation 4]] by Enhance.<ref>{{cite web|url=http://www.businessinsider.com/tetris-effect-playstation-4-playstation-2018-6|title=This gorgeous new Tetris game is inspired by science to entrance you for hours|last=Fagan|first=Kaylee|date=2018-06-07|work=Business Insider|access-date=12 June 2018}}</ref>

In 2018, the term was announced as the name of [[Tetris Effect|a new ''Tetris'' game]] on the [[PlayStation 4]] by Enhance.<ref>{{cite web|url=http://www.businessinsider.com/tetris-effect-playstation-4-playstation-2018-6|title=This gorgeous new Tetris game is inspired by science to entrance you for hours|last=Fagan|first=Kaylee|date=2018-06-07|work=Business Insider|access-date=12 June 2018}}</ref>

Line 67: Line 58:


==External links==

==External links==

* [http://www.sciam.com/article.cfm?articleID=0001F172-55DA-1C75-9B81809EC588EF21 ''Tetris dreams''] - Scientific American magazine, October 2000

* {{cite news |last1=Leutwyler |first1=Kristin |title=Tetris Dreams |url=https://www.scientificamerican.com/article/tetris-dreams/ |work=Scientific American |date=16 October 2000 }}

* [https://gametransferphenomena.com/the-impact-of-video-games/ Game Transfer Phenomena]

* [https://gametransferphenomena.com/the-impact-of-video-games/ Game Transfer Phenomena]

* [https://frlegendsapk.com/ FR Legends 2023]

{{Tetris}}

{{Tetris}}




Latest revision as of 07:35, 1 June 2024

Screenshot of a tetromino game. People who play video puzzle games like this for a long time may see moving images like this at the edges of their visual fields, when they close their eyes, or when they are drifting off to sleep.

The Tetris effect occurs when someone dedicates vast amounts of time, effort and concentration on an activity which thereby alters their thoughts, experiences, dreams, and so on.[1] The term originates from the popular video game Tetris.

People who have played Tetris for a prolonged amount of time can find themselves thinking about ways different shapes in the real world can fit together, such as the boxes on a supermarket shelf or the buildings on a street.[2] They may see colored images of pieces falling into place on an invisible layout at the edges of their visual fields or when they close their eyes.[2] They may see such colored, moving images when they are falling asleep, a form of hypnagogic imagery.[3] For some, this creative urge to visually fit shapes together by organising and building shapes can be extremely addictive.[1]

Those experiencing the effect may feel they are unable to prevent the thoughts, images or dreams from happening.[4]

A more comprehensive understanding of the lingering effects of playing video games has been investigated empirically as game transfer phenomena (GTP).[5]

Cerebral glucose metabolic rates[edit]

There is evidence demonstrating that human brains are prepared to make sense of visual information, given it has received the proper stimulation to get hooked up properly.[6] In first time users, Tetris significantly raises cerebral glucose metabolic rates (GMRs), meaning energy consumption rates soar. However, after continuously playing for four to eight weeks, these levels return to normal, despite performance improving significantly.[1] This suggests that the initial increase in GMR levels may be a reflection of the brain adapting to the novel demands and conditions of the game, causing alertness and arousal; and over time, this adaptation results in a cognitive processing that is more efficient and optimised. This heightened alertness and cognitive engagement experiences both during and after play, has the potential to boost the brain's tendency to integrate Tetris-related patterns into everyday life.

Neuroplasticity and working memory[edit]

The occurrence of this phenomenon can be elucidated by the neuroplasticity exhibited in the human brain, particularly in the context of Baddeley's model of working memory, also known as visuospatial working memory (WM). When individuals play Tetris for prolonged periods of time, their brains become highly tuned to recognising and processing the distinctive shapes and patterns of the game. This in turn can lead to these patterns appearing in the mind's eyes when not actively playing.

When playing Tetris, the human brain engages in tasks requiring constant manipulation and organisation of visual stimuli. This process consumes cognitive resources within the WM as a significant portion of resources are allocated to tasks such as imagining how an object will rotate while maintaining a mental representation of the configuration of the board.[7] With repeated exposure to Tetris, the brain begins to adapt to the increased demand for WM resources such as attention from the central executive, facilitating their ability to selectively focus on pertinent information whilst disregarding irrelevant stimuli. This adaptation is a form of neuroplasticity, where the brain recognises its structure and function in response to this experience; making your brain more efficient at allocating WM resources. Studies have shown that when individuals perform a mental rotation task, there was activation in their frontal cortex, their premotor cortex and their middle frontal gyrus. This data is consistent with the hypothesis that mental rotation engages cortical areas involved in tracking moving objects and encoding spatial relations; all of which contribute to working memory processes.[8] In turn, this activity stimulates the neurons and synaptic connections involved in visuospatial processing, strengthening them over time. This has been furthered by studies using neuroimaging techniques such as functional magnetic resonance imaging to show how continuous Tetris game play leads to an increase in cortical thickness.[9] A study by Haier et al. found that after three-months of playing Tetris, participants showed relatively thicker cortexes in the Brodmann area 6 which plays a role in the planning of complex, coordinated movements; demonstrating how the brain undergoes plastic changes to accommodate the demands of the task. As the brain is more attuned to detecting and encoding patterns similar to those encountered during gameplay, there may be involuntary retrieval of Tetris-related images in everyday life.

Place in cognition[edit]

Stickgold et al. (2000) have proposed that Tetris effect imagery is a separate form of memory, likely related to procedural memory.[3] This is from their research in which they showed that people with anterograde amnesia, unable to form new declarative memories, reported dreaming of falling shapes after playing Tetris during the day, despite not being able to remember playing the game at all.

Challenging traditional views of memory and perception[edit]

The Tetris effect has shown to challenge traditional views of memory and perception by highlighting the dynamic and active nature of the cognitive processes involved. Traditionally, memory theories such as the Information processing theory conceptualised memory and perception as passive processes involving the storage and retrieval of information in a similar manner to a computer, without much emphasis on the active manipulation or construction of mental representations. However, studies have shown that the Tetris effect involves the active construction and manipulation of mental representations based on individual experiences. Stickgold et al found that participants who played Tetris for an extended period of time reported experiencing vivid mental images of falling Tetris blocks even when not playing the game.[10] As the brain actively generates and maintains representations of Tetris-related stimuli, the constructive memory model provides a framework for understanding how the Tetris effect arises by emphasising the idea that cognitive processes are not passive receptacles for sensory information but are active processes involving interpretation, reconstruction and adaptation based on individual experiences.[11] This thereby challenges traditional views of memory and perception.

Applications in trauma therapy and cravings[edit]

The Tetris Effect has been explored as a potential tool for alleviating trauma-related symptoms, particularly in the context of Post-traumatic stress disorder (PTSD). A study conducted by Iyadurai et al in 2010[12] hypothesised that playing Tetris would disrupt consolidation of sensory elements of trauma memory following a motor vehicle accident. Results vindicated the efficacy of the Tetris-based intervention as there were fewer intrusive memories overall and the frequency of these memories decreased rapidly over time, despite reminding individuals of the traumatic events faced. These reminder cues followed by the interference task of playing Tetris competes for cognitive resources with the traumatic memory, disrupting the consolidation process of the traumatic memory traces, reducing their intensiveness and emotional impact. Therefore, including a reminder cue in the Tetris Effect Intervention didn't exacerbate distress but rather strategically guided the interference process towards the most salient aspects of the memory, enhancing the effectiveness of the intervention in reducing PTSD symptoms. However, the applications of the Tetris Effect is not just limited to trauma therapy. A study by Skorka-Brown et al[13] demonstrated how visual cognitive interference such as playing Tetris can be used to reduce cravings for substances. Participants were required to play Tetris for three minutes a day, which reduced drugs and food cravings from 70% to 50%. The Tetris effect once again reduces these cravings by occupying mental processes supporting the imagery; making it harder to imagine consuming a substance or engaging in an activity simultaneously. However, further work is needed to improve controls as it is challenging to create an 'inactive control' resembling the active treatment in such psychological interventions.[12]

Game transfer phenomena[edit]

A series of empirical studies with over 6,000 gamers has been conducted since 2010 into "game transfer phenomena" (GTP), a broadening of the Tetris effect concept coined by Angelica B. Ortiz de Gortari in her thesis.[14] GTP is not limited to altered visual perceptions or mental processes but also includes auditory, tactile and kinaesthetic sensory perceptions, sensations of unreality, and automatic behaviours with video game content. GTP establishes the differences between endogenous (e.g., seeing images with closed eyes, hearing music in the head) and exogenous phenomena (e.g., seeing power bars above people's head, hearing sounds coming from objects associated with a video game) and between involuntary (e.g., saying something involuntarily with video game content) and voluntary behaviours (e.g., using slang from the video game for amusement). Awareness of GTP among healthcare professionals is currently lacking, resulting in documented cases of misdiagnosed psychosis and unnecessary use of anti-psychotics in patients who were experiencing GTP. Individuals with pre-existing hallucinatory tendencies are more likely to experience the effects of GTP, although individuals who do not display these tendencies may still experience GTP, likely at a lower degree.[15] Recent research has begun to explore other clinical applications of GTP, particularly among adolescents and young adults. Today, over 20 studies have been published.[16][17][18][19]

History[edit]

The earliest known reference to the term appears in Jeffrey Goldsmith's article, "This is Your Brain on Tetris", published in Wired in May 1994:

No home was sweet without a Game Boy in 1990. That year, I stayed "for a week" with a friend in Tokyo, and Tetris enslaved my brain. At night, geometric shapes fell in the darkness as I lay on loaned tatami floor space. Days, I sat on a lavender suede sofa and played Tetris furiously. During rare jaunts from the house, I visually fit cars and trees and people together. [...]

The Tetris effect is a biochemical, reductionistic metaphor, if you will, for curiosity, invention, the creative urge. To fit shapes together is to organize, to build, to make deals, to fix, to understand, to fold sheets. All of our mental activities are analogous, each as potentially addictive as the next.[20]

The term was rediscovered by Earling (1996),[2] citing a use of the term by Garth Kidd in February 1996.[21] Kidd described "after-images of the game for up to days afterwards" and "a tendency to identify everything in the world as being made of four squares and attempt to determine 'where it fits in'". Kidd attributed the origin of the term to computer-game players from Adelaide, Australia. The earliest description of the general phenomenon appears in Neil Gaiman's science fiction poem "Virus"[22] (1987) in Digital Dreams.

In 2018, the term was announced as the name of a new Tetris game on the PlayStation 4 by Enhance.[23]

See also[edit]

References[edit]

  1. ^ a b c Goldsmith, Jeffrey. "This Is Your Brain on Tetris". Wired. ISSN 1059-1028. Retrieved 2024-03-18.
  • ^ a b c Earling, Annette (March 21, 1996). "Do Computer Games Fry Your Brain?". Philadelphia City Paper. Archived from the original on January 22, 2008. Retrieved January 22, 2008.
  • ^ a b Stickgold, Robert; Malia, April; Maguire, Denise; Roddenberry, David; O'Connor, Margaret (13 October 2000). "Replaying the Game: Hypnagogic Images in Normals and Amnesics". Science. 290 (5490): 350–353. Bibcode:2000Sci...290..350S. doi:10.1126/science.290.5490.350. PMID 11030656.
  • ^ Stickgold, R., interviewed 30 October 2000 by Norman Swan for The Health Report on Australia's Radio National (transcript). Retrieved 15 January 2020.
  • ^ Ortiz de Gortari, Angelica B.; Gackenbach, Jayne (22 April 2021). "Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors". Frontiers in Psychology. 12: 585547. doi:10.3389/fpsyg.2021.585547. PMC 8100040. PMID 33967879.
  • ^ "Kortext". read.kortext.com. Retrieved 2024-03-18.
  • ^ Pilegard, Celeste; Mayer, Richard E. (2018-07-01). "Game over for Tetris as a platform for cognitive skill training". Contemporary Educational Psychology. 54: 29–41. doi:10.1016/j.cedpsych.2018.04.003. ISSN 0361-476X.
  • ^ Cohen, M. S.; Kosslyn, S. M.; Breiter, H. C.; DiGirolamo, G. J.; Thompson, W. L.; Anderson, A. K.; Brookheimer, S. Y.; Rosen, B. R.; Belliveau, J. W. (February 1996). "Changes in cortical activity during mental rotation. A mapping study using functional MRI". [Brain: A Journal of Neurology]. 119 (Pt 1): 89–100. doi:10.1093/brain/119.1.89. ISSN 0006-8950. PMID 8624697 – via PubMed.
  • ^ "fMRI Identifies Effects of Tetris Practice on the Brain". Imaging Technology News. 2009-09-01. Retrieved 2024-03-18.
  • ^ Stickgold, Robert; Malia, April; Maguire, Denise; Roddenberry, David; O'Connor, Margaret (2000-10-13). "Replaying the Game: Hypnagogic Images in Normals and Amnesics". Science. 290 (5490): 350–353. Bibcode:2000Sci...290..350S. doi:10.1126/science.290.5490.350. ISSN 0036-8075. PMID 11030656.
  • ^ Schacter, Daniel L. (March 2012). "Constructive memory: past and future". Dialogues in Clinical Neuroscience. 14 (1): 7–18. doi:10.31887/DCNS.2012.14.1/dschacter. ISSN 1294-8322. PMC 3341652. PMID 22577300.
  • ^ a b Iyadurai, L; Blackwell, S E; Meiser-Stedman, R; Watson, P C; Bonsall, M B; Geddes, J R; Nobre, A C; Holmes, E A (2018). "Preventing intrusive memories after trauma via a brief intervention involving Tetris computer game play in the emergency department: a proof-of-concept randomized controlled trial". Molecular Psychiatry. 23 (3): 674–682. doi:10.1038/mp.2017.23. ISSN 1359-4184. PMC 5822451. PMID 28348380.
  • ^ Skorka-Brown, Jessica; Andrade, Jackie; Whalley, Ben; May, Jon (December 2015). "Playing Tetris decreases drug and other cravings in real world settings". Addictive Behaviors. 51: 165–170. doi:10.1016/j.addbeh.2015.07.020. hdl:10026.1/3458. ISSN 0306-4603. PMID 26275843 – via Elsevier Science Direct.
  • ^ "Game Transfer Phenomena research website". Game Transfer Phenomena. 13 November 2010. Retrieved 2019-12-17.
  • ^ Palmer-Cooper, Emma (March–May 2022). "Unusualexperiences and their association with metacognition: investigating ASMR and Tulpamanc". Cognitive Neuropsychiatry. 27 (2–3). InformaUK Limited: 86–104. doi:10.1080/13546805.2021.1999798. PMID 34743647. Retrieved 26 February 2024.
  • ^ Ortiz de Gortari, Angelica (March 12, 2018). "Embracing pseudo-hallucinatory phenomena induced by playing video games". Gamasutra. Retrieved January 15, 2019.[self-published source?]
  • ^ Ortiz De Gortari, Angelica B. (2019). "Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field". In Attrill-Smith, Alison; Fullwood, Chris; Keep, Melanie; Kuss, Daria J. (eds.). The Oxford Handbook of Cyberpsychology. pp. 531–556. doi:10.1093/oxfordhb/9780198812746.013.29. ISBN 978-0-19-881274-6.
  • ^ Ortiz de Gortari, Angelica B.; Griffiths, Mark D. (2 June 2016). "Prevalence and Characteristics of Game Transfer Phenomena: A Descriptive Survey Study" (PDF). International Journal of Human-Computer Interaction. 32 (6): 470–480. doi:10.1080/10447318.2016.1164430. S2CID 30873640.
  • ^ De Gortari, A. Ortiz; Basche, A. (April 2021). "Pain and gain of auditory intrusions with video game content: Game transfer phenomena in clinical cases". European Psychiatry. 64 (S1): S642. doi:10.1192/j.eurpsy.2021.1705. PMC 9479913. ProQuest 2560869230.
  • ^ Goldsmith, Jeffrey (May 1994). "This is Your Brain on Tetris". Wired Issue 2.05. Retrieved 20 December 2012.
  • ^ Kidd, Garth (1996-02-20). "Possible future risk of virtual reality". The RISKS Digest: Forum on Risks to the Public in Computers and Related Systems. 17 (78). Retrieved 2015-07-23.
  • ^ Gaiman, Neil (1987). Virus. Archived from the original on November 5, 2012.[self-published source?][non-primary source needed]
  • ^ Fagan, Kaylee (2018-06-07). "This gorgeous new Tetris game is inspired by science to entrance you for hours". Business Insider. Retrieved 12 June 2018.
  • External links[edit]


    Retrieved from "https://en.wikipedia.org/w/index.php?title=Tetris_effect&oldid=1226693233"

    Categories: 
    Tetris
    Memory
    1994 introductions
    Attention
    Hidden categories: 
    CS1: long volume value
    All articles with self-published sources
    Articles with self-published sources from July 2023
    All pages needing factual verification
    Wikipedia articles needing factual verification from July 2023
    Articles with short description
    Short description is different from Wikidata
     



    This page was last edited on 1 June 2024, at 07:35 (UTC).

    Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



    Privacy policy

    About Wikipedia

    Disclaimers

    Contact Wikipedia

    Code of Conduct

    Developers

    Statistics

    Cookie statement

    Mobile view



    Wikimedia Foundation
    Powered by MediaWiki