„Tetris-Effekt“ – Versionsunterschied

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==Place in memory==
==Place in memory==
Stickgold et al. (2000) have proposed that Tetris imagery is a separate form of [[memory]], likely related to [[procedural memory]]. 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.<ref name="stickgold" />
Stickgold et al. (2000) have proposed that Tetris imagery is a separate form of [[memory]], likely related to [[procedural memory]]. 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.<ref name="stickgold" />
A recent Oxford study (2009) suggests Tetris-like video games may help prevent the development of traumatic memories. If the video game treatment is played soon after the traumatic event, the preoccupation with Tetris shapes is enough to prevent the mental recitation of traumatic images, thereby decreasing the accuracy, intensity, and frequency of traumatic reminders. "We suggest it specifically interferes with the way sensory memories are laid down in the period after trauma and thus reduces the number of flashbacks that are experienced afterwards," summarizes Dr. Emily Holmes, who led the study.<ref name="holmes">Holmes, 2001: http://www.plosone.org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0004153</ref><ref name="Tetrishelps">Tetris Helps: http://news.bbc.co.uk/2/hi/health/7813637.stm</ref>
A recent Oxford study (2009) suggests Tetris-like video games may help prevent the development of traumatic memories. If the video game treatment is played soon after the traumatic event, the preoccupation with Tetris shapes is enough to prevent the mental recitation of traumatic images, thereby decreasing the accuracy, intensity, and frequency of traumatic reminders. "We suggest it specifically interferes with the way sensory memories are laid down in the period after trauma and thus reduces the number of flashbacks that are experienced afterwards," summarizes Dr. Emily Holmes, who led the study.<ref name="holmes">{{citation|authors=Holmes EA, James EL, Coode-Bate T, Deeprose C, | year=2009 | title=Can Playing the Computer Game "Tetris" Reduce the Build-Up of Flashbacks for Trauma? A Proposal from Cognitive Science. | journal=PLoS ONE |volume=4|number=1 | page=e4153 |doi=10.1371/journal.pone.0004153}}</ref><ref name="Tetrishelps">Tetris Helps: http://news.bbc.co.uk/2/hi/health/7813637.stm</ref>

<references/>


==History of the term==
==History of the term==

Version vom 19. Juni 2009, 14:28 Uhr

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 an activity to which people devote sufficient time and attention begins to overshadow their thoughts, mental images, and dreams. It is named after the video game Tetris. In the game a player rotates and moves different falling tetrominoes, or shapes made up of four adjacent square blocks. If the player can arrange the shapes so there are complete horizontal lines of blocks without any gaps, those lines are eliminated. The aim of the game is to eliminate as many lines as possible before the shapes ultimately fill the screen.

People who play Tetris for a prolonged amount of time may then 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.[1] In this sense, the Tetris effect is a form of habit.

They might also see images of falling Tetris shapes at the edges of their visual fields or when they close their eyes.[1] In this sense, the Tetris effect is a form of hallucination.

They might also dream about falling Tetris shapes when drifting off to sleep.[2] In this sense, the Tetris effect is a form of hypnagogic imagery.

Other examples

The Tetris effect can occur with other video games,[3] with any prolonged visual task (such as classifying cells on microscope slides, weeding, picking or sorting fruit, flipping burgers, driving long distances, or even playing chess or cards), and in other sensory modalities. For example, there is the tendency for a catchy tune to play out unbidden in one's mind (an "earworm"). In kinesthesis, a person newly on land after spending long periods at sea may move with an unbidden rocking motion, having become accustomed to the ship making such movements (known as sea legs or mal de debarquement). Computer programmers and developers sometimes have similar experiences, and report dreaming about code when they sleep at night, and return to work the next day feeling like they had never left.Vorlage:Fact People have also experienced this effect after playing music games with scrolling notes, such as "Dance Dance Revolution","Rock Band" or "Guitar Hero". Fans of the game Polarium have had images of tiles being overturned in their mind, or feeling as though they needed to be overturned. After playing bullet hell games, many players have reported that looking at small objects, such as letters on the page of a book, appear to be moving around or swirling in patterns.

Place in memory

Stickgold et al. (2000) have proposed that Tetris imagery is a separate form of memory, likely related to procedural memory. 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.[2] A recent Oxford study (2009) suggests Tetris-like video games may help prevent the development of traumatic memories. If the video game treatment is played soon after the traumatic event, the preoccupation with Tetris shapes is enough to prevent the mental recitation of traumatic images, thereby decreasing the accuracy, intensity, and frequency of traumatic reminders. "We suggest it specifically interferes with the way sensory memories are laid down in the period after trauma and thus reduces the number of flashbacks that are experienced afterwards," summarizes Dr. Emily Holmes, who led the study.[4][5]

  1. a b Earling, A. (1996, March 21-28). The Tetris Effect: Do computer games fry your brain? "Philadelphia City Paper [1]
  2. a b Stickgold, R., Malia, A., Maguire, D., Roddenberry, D., & O'Connor, M. (2000). Replaying the game: Hypnagogic images in normals and amnesics. Science 290: 350-353. (free abstract) [2]
  3. Terdiman, D. (January 11, 2005). Real World Doesn't Use a Joystick Wired [3]
  4. Vorlage:Citation
  5. Tetris Helps: http://news.bbc.co.uk/2/hi/health/7813637.stm

History of the term

According to Earling (1996),[1] one of the first references to the term is by Garth Kidd in February, 1996.[2] 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.

See also

Vorlage:Flatlist

Vorlage:Endflatlist

References

Vorlage:Reflist

Vorlage:Tetris

  1. Referenzfehler: Ungültiges <ref>-Tag; kein Text angegeben für Einzelnachweis mit dem Namen Earling.
  2. Kidd, G. (1996). Possible future risk of virtual reality. The RISKS Digest: Forum on Risks to the Public in Computers and Related Systems 17(78) [4]