Tetris Effect (video Game)
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The ''Tetris'' effect (also known as ''Tetris'' syndrome) occurs when people devote so much time and attention to an activity that it begins to pattern their
thought In their most common sense, the terms thought and thinking refer to conscious cognitive processes that can happen independently of sensory stimulation. Their most paradigmatic forms are judging, reasoning, concept formation, problem solving, a ...
s,
mental image A mental image is an experience that, on most occasions, significantly resembles the experience of 'perceiving' some object, event, or scene, but occurs when the relevant object, event, or scene is not actually present to the senses. There are ...
s, and
dream A dream is a succession of images, ideas, emotions, and sensations that usually occur involuntarily in the mind during certain stages of sleep. Humans spend about two hours dreaming per night, and each dream lasts around 5 to 20 minutes, althou ...
s. It takes its name from the
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
''
Tetris ''Tetris'' (russian: link=no, Тетрис) is a puzzle video game created by Soviet software engineer Alexey Pajitnov in 1984. It has been published by several companies for multiple platforms, most prominently during a dispute over the approp ...
''. 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. 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. They may see such colored, moving images when they are falling asleep, a form of
hypnagogic imagery Hypnagogia is the experience of the transitional state from wakefulness to sleep: the ''hypnagogic'' state of consciousness, during the onset of sleep. Its opposite state is described as the transitional state from sleep into wakefulness. Mental ...
. Those experiencing the effect may feel they are unable to prevent the thoughts, images, or dreams from happening.Stickgold, R., interviewed 30 October 2000 by
Norman Swan Norman Swan (born Norman Swirsky in 1953) is a Scottish-born Australian physician, journalist and broadcaster. Life and career Swan was born in Scotland as Norman Swirsky. ; 1953)Datelines: Norman Swan, ''Sydney Morning Herald'', 7 November 19 ...
for ''
The Health Report ''The'' () is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the m ...
'' on Australia's
Radio National Radio National, known on-air as RN, is an Australia-wide public service broadcasting radio network run by the Australian Broadcasting Corporation (ABC). From 1947 until 1985, the network was known as ABC Radio 2. History 1937: Predecessors an ...

transcript
. Retrieved 15 January 2020.
A more comprehensive understanding of the lingering effects of playing video games has been investigated empirically as game transfer phenomena (GTP).


Other examples

The ''Tetris'' effect can occur with other video games. It has also been known to occur with non-video games, such as the illusion of curved lines after doing a
jigsaw puzzle A jigsaw puzzle is a tiling puzzle that requires the assembly of often irregularly shaped interlocking and mosaiced pieces, each of which typically has a portion of a picture. When assembled, the puzzle pieces produce a complete picture. In th ...
, 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 The Rubik's Cube is a Three-dimensional space, 3-D combination puzzle originally invented in 1974 by Hungarians, Hungarian sculptor and professor of architecture Ernő Rubik. Originally called the Magic Cube, the puzzle was licensed by Rubik t ...
algorithms common among speedcubers. The earliest example that relates to a computer game was created by the game
Spacewar! ''Spacewar!'' is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Mas ...
As documented in
Steven Levy Steven Levy (born 1951) is an American journalist and Editor at Large for ''Wired'' who has written extensively for publications on computers, technology, cryptography, the internet, cybersecurity, and privacy. He is the author of the 1984 book ...
's book ''
Hackers A hacker is a person skilled in information technology who uses their technical knowledge to achieve a goal or overcome an obstacle, within a computerized system by non-standard means. Though the term ''hacker'' has become associated in popu ...
'': "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.) Robert Stickgold reported on his own experiences of
proprioceptive Proprioception ( ), also referred to as kinaesthesia (or kinesthesia), is the sense of self-movement, force, and body position. It is sometimes described as the "sixth sense". Proprioception is mediated by proprioceptors, mechanosensory neurons ...
imagery from rock climbing. Another example, 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 Illusions of self-motion (or "vection") occur when one perceives bodily motion despite no movement taking place. One can experience illusory movements of the whole body or of individual body parts, such as arms or legs. Vestibular illusions The v ...
" and "
Mal de debarquement ''Mal de debarquement'' (or ''mal de débarquement'') syndrome (MdDS, or common name disembarkment syndrome) is a neurological condition usually occurring after a cruise, aircraft flight, or other sustained motion event. The phrase "mal de déba ...
"). The poem "
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" by
Rudyard Kipling Joseph Rudyard Kipling ( ; 30 December 1865 – 18 January 1936)''The Times'', (London) 18 January 1936, p. 12. was an English novelist, short-story writer, poet, and journalist. He was born in British India, which inspired much of his work. ...
describes the effect, resulting from repetitive visual experience during a route march: Mathematicians have reported dreaming of numbers or equations; for example
Srinivasa Ramanujan Srinivasa Ramanujan (; born Srinivasa Ramanujan Aiyangar, ; 22 December 188726 April 1920) was an Indian mathematician. Though he had almost no formal training in pure mathematics, he made substantial contributions to mathematical analysis ...
, or Friedrich Engel, who remarked "last week in a dream I gave a chap my shirt-buttons to differentiate, and he ran off with them".


Place in cognition

Stickgold et al. (2000) have proposed that ''Tetris-effect'' imagery is a separate form of
memory Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembered, ...
, likely related to
procedural memory Procedural memory is a type of implicit memory (unconscious, long-term memory) which aids the performance of particular types of tasks without conscious awareness of these previous experiences. Procedural memory guides the processes we perform, ...
. This is from their research in which they showed that people with
anterograde amnesia In neurology, anterograde amnesia is the inability to create new memories after the event that caused amnesia, leading to a partial or complete inability to recall the recent past, while long-term memories from before the event remain intact. T ...
, 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.


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. 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).


History

The earliest known reference to the term appears in Jeffrey Goldsmith's article, "This is Your Brain on ''Tetris''", published in ''
Wired ''Wired'' (stylized as ''WIRED'') is a monthly American magazine, published in print and online editions, that focuses on how emerging technologies affect culture, the economy, and politics. Owned by Condé Nast, it is headquartered in San Fra ...
'' in May 1994:
No home was sweet without a
Game Boy The is an 8-bit fourth generation handheld game console developed and manufactured by Nintendo. It was first released in Japan on April 21, 1989, in North America later the same year, and in Europe in late 1990. It was designed by the same ...
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 A is a type of mat used as a flooring material in traditional Japanese-style rooms. Tatamis are made in standard sizes, twice as long as wide, about 0.9 m by 1.8 m depending on the region. In martial arts, tatami are the floor used for traini ...
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.
The term was rediscovered by Earling (1996), citing a use of the term by Garth Kidd in February 1996. 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 Adelaide ( ) is the capital city of South Australia, the state's largest city and the fifth-most populous city in Australia. "Adelaide" may refer to either Greater Adelaide (including the Adelaide Hills) or the Adelaide city centre. The dem ...
,
Australia Australia, officially the Commonwealth of Australia, is a Sovereign state, sovereign country comprising the mainland of the Australia (continent), Australian continent, the island of Tasmania, and numerous List of islands of Australia, sma ...
. The earliest description of the general phenomenon appears in
Neil Gaiman Neil Richard MacKinnon GaimanBorn as Neil Richard Gaiman, with "MacKinnon" added on the occasion of his marriage to Amanda Palmer. ; ( Neil Richard Gaiman; born 10 November 1960) is an English author of short fiction, novels, comic books, gr ...
's science fiction poem "Virus" (1987) in Digital Dreams. The ending of The Witness resembles the Tetris effect, where the unnamed protagonist is taken out of the game's
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
and sees the game's puzzles in real-world objects. It is also suggested as early as 1930 in Vladimir Nabokov’s novel
The Defence ''The Defense'' is the third novel written by Vladimir Nabokov after he had emigrated to Berlin. It was published in 1930. Publication The novel appeared first under Nabokov's pen name V. Sirin in the Russian emigre quarterly ''Sovremennye zapis ...
, featuring a chess player who begins to see elements of
Chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to disti ...
in real-world situations, eventually driving him to madness. In 2018, the term was announced as the name of a new ''Tetris'' game on the
PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in ...
by Enhance.


See also

*
Automaticity Automaticity is the ability to do things without occupying the mind with the low-level details required, allowing it to become an automatic response pattern or habit. It is usually the result of learning, repetition, and practice. Examples of tas ...
*
Domino effect A domino effect or chain reaction is the cumulative effect generated when a particular event triggers a chain of similar events. This term is best known as a mechanical effect and is used as an analogy to a falling row of dominoes. It typically ...
*
Earworm An earworm, sometimes referred to as a brainworm, sticky music, stuck song syndrome, or, most commonly after earworms, Involuntary Musical Imagery (INMI), is a catchy and/or memorable piece of music or saying that continuously occupies a person ...
*
Fixation (psychology) Fixation (german: Fixierung) is a concept (in human psychology) that was originated by Sigmund Freud (1905) to denote the persistence of anachronistic sexual traits. The term subsequently came to denote object relationships with attachments to peo ...
*
Highway hypnosis Highway hypnosis, also known as white line fever, is an altered mental state in which a person can drive a car, truck, or other automobile great distances, responding to external events in the expected, safe, and correct manner with no recolle ...
*
Neuroplasticity Neuroplasticity, also known as neural plasticity, or brain plasticity, is the ability of Neural circuit, neural networks in the brain to change through growth and reorganization. It is when the brain is rewired to function in some way that diffe ...
*
Tetromino A tetromino is a geometric shape composed of four squares, connected orthogonally (i.e. at the edges and not the corners). Tetrominoes, like dominoes and pentominoes, are a particular type of polyomino. The corresponding polycube, called a tetracu ...
*
Video game addiction Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as the problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in vario ...
*
Phantom vibration syndrome Phantom vibration syndrome or phantom ringing syndrome is the perception that one's mobile phone is vibrating or ringing when it is not. Other terms for this concept include ringxiety (a portmanteau of ''ring'' and ''anxiety''), fauxcellarm (a port ...
*
Derealization Derealization is an alteration in the perception of the external world, causing those with the condition to perceive it as unreal, distant, distorted or falsified. Other symptoms include feeling as if one's environment is lacking in spontaneity, ...


References


External links


''Tetris dreams''
- Scientific American magazine, October 2000
Game Transfer Phenomena
{{Tetris Tetris Memory 1994 introductions Attention