The Tetris effect occurs when someone dedicates vast amounts of time, effort and concentration on an activity which thereby alters their thoughts, dreams, and other experiences not directly linked to said activity.
The term originates from the popular video game ''
Tetris
''Tetris'' () is a puzzle video game created in 1985 by Alexey Pajitnov, a Soviet software engineer. In ''Tetris'', falling tetromino shapes must be neatly sorted into a pile; once a horizontal line of the game board is filled in, it disa ...
''.
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.
For some, this creative urge to visually fit shapes together by organising and building shapes can be extremely addictive.
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 for '' The Health Report'' on Australia's ]Radio National
ABC Radio National, more commonly known as Radio National or simply RN, is an Australian nationwide public service radio network run by the Australian Broadcasting Corporation (ABC). From 1947 until 1985, the network was known as ABC Radio 2.
...
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).
Cerebral glucose metabolic rates
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. In new players, ''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.
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, thus causing alertness and arousal. Over time, this adaptation results in a cognitive processing that is more efficient and optimised. This heightened alertness and cognitive engagement, experienced 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
The occurrence of this phenomenon can be elucidated by the
neuroplasticity
Neuroplasticity, also known as neural plasticity or just plasticity, is the ability of neural networks in the brain to change through neurogenesis, growth and reorganization. Neuroplasticity refers to the brain's ability to reorganize and rewir ...
exhibited in the human brain, particularly in the context of
Baddeley's model of working memory
Baddeley's model of working memory is a model of human memory proposed by Alan Baddeley and Graham Hitch in 1974, in an attempt to present a more accurate model of primary memory (often referred to as short-term memory). Working memory splits pr ...
, 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. 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
The frontal lobe is the largest of the four major lobes of the brain in mammals, and is located at the front of each cerebral hemisphere (in front of the parietal lobe and the temporal lobe). It is parted from the parietal lobe by a groove betw ...
, their
premotor cortex
The premotor cortex is an area of the motor cortex lying within the frontal lobe of the brain just anterior to the primary motor cortex. It occupies part of Brodmann's area 6. It has been studied mainly in primates, including monkeys and human ...
and their
middle frontal gyrus
The middle frontal gyrus makes up about one-third of the frontal lobe of the human brain. (A gyrus is one of the prominent "bumps" or "ridges" on the cerebral cortex
The cerebral cortex, also known as the cerebral mantle, is the outer la ...
. 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. 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
Functional magnetic resonance imaging or functional MRI (fMRI) measures brain activity by detecting changes associated with blood flow. This technique relies on the fact that cerebral blood flow and neuronal activation are coupled. When an area o ...
to show how continuous ''Tetris'' game play leads to an increase in cortical thickness. 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
Stickgold et al. (2000) have proposed that ''Tetris'' effect imagery is a separate form of memory, 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 an 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. Thi ...
, 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
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. 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.
Applications in trauma therapy and cravings
The ''Tetris'' effect has been explored as a potential tool for alleviating trauma-related symptoms, particularly in the context of
Post-traumatic stress disorder
Post-traumatic stress disorder (PTSD) is a mental disorder that develops from experiencing a Psychological trauma, traumatic event, such as sexual assault, domestic violence, child abuse, warfare and its associated traumas, natural disaster ...
(PTSD). A study conducted by Iyadurai et al in 2010
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 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.
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. (She had involuntarily experienced viewing items on a store shelf as if through a rifle scope.) 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. Recent research has begun to explore other clinical applications of GTP, particularly among adolescents and young adults. Today, over 20 studies have been published.
History
The earliest known reference to the term appears in Jeffrey Goldsmith's article, "This is Your Brain on ''Tetris''", published in ''
Wired
Wired may refer to:
Arts, entertainment, and media Music
* ''Wired'' (Jeff Beck album), 1976
* ''Wired'' (Hugh Cornwell album), 1993
* ''Wired'' (Mallory Knox album), 2017
* "Wired", a song by Prism from their album '' Beat Street''
* "Wired ...
'' in May 1994:
No home was sweet without a Game Boy
The is a handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America later that year and other territories from 1990 onwards. Following the success of the Game & Watch single-ga ...
in 1990. That year, I stayed "for a week" with a friend in Tokyo
Tokyo, officially the Tokyo Metropolis, is the capital of Japan, capital and List of cities in Japan, most populous city in Japan. With a population of over 14 million in the city proper in 2023, it is List of largest cities, one of the most ...
, and ''Tetris'' enslaved my brain. At night, geometric shapes fell in the darkness as I lay on loaned tatami
are soft mats used as flooring material in traditional Japanese-style rooms. They are made in standard sizes, twice as long as wide, about , depending on the region. In martial arts, tatami are used for training in a dojo and for competition.
...
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 list of Australian capital cities, capital and most populous city of South Australia, as well as the list of cities in Australia by population, fifth-most populous city in Australia. The name "Adelaide" may refer to ei ...
,
Australia
Australia, officially the Commonwealth of Australia, is a country comprising mainland Australia, the mainland of the Australia (continent), Australian continent, the island of Tasmania and list of islands of Australia, numerous smaller isl ...
. The earliest description of the general phenomenon appears in
Neil Gaiman
Neil Richard MacKinnon Gaiman (; born Neil Richard Gaiman; 10 November 1960) is an English author of short fiction, novels, comic books, audio theatre, and screenplays. His works include the comic series ''The Sandman (comic book), The Sandma ...
's science fiction poem "Virus" (1987) in ''Digital Dreams''.
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
In the field of psychology, 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, ...
*
Domino effect
A domino effect is the cumulative effect produced when one event sets off a series of similar or related events, a form of chain reaction. The term is an analogy to a falling row of dominoes. It typically refers to a linked sequence of events ...
*
Earworm
An earworm or brainworm, also described as sticky music or stuck song syndrome, is a Catchiness, catchy or memorable piece of music or saying that continuously occupies a person's mind even after it is no longer being played or spoken about. In ...
*
Fixation (psychology)
Fixation () 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 people or things in ...
*
Highway hypnosis
*
Neuroplasticity
Neuroplasticity, also known as neural plasticity or just plasticity, is the ability of neural networks in the brain to change through neurogenesis, growth and reorganization. Neuroplasticity refers to the brain's ability to reorganize and rewir ...
*
Tetromino
*
Video game addiction
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a behavioural addiction involving problematic, compulsive use of video games that results in significant impairment to an individual' ...
*
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 por ...
*
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 in other ways falsified. Other symptoms include feeling as if one's environment lacks spontan ...
References
External links
*
Game Transfer Phenomena{{Tetris
Tetris
Memory
1994 introductions
Attention