Fact-checked by Grok 2 weeks ago

Tetris effect

The is a psychological phenomenon in which individuals who devote significant time and attention to a repetitive activity, such as playing the video game , experience intrusions of that activity's elements into their thoughts, dreams, or perceptions, often perceiving real-world objects as fitting together like game pieces. This effect, first widely reported among players in the , manifests as visual afterimages of falling tetrominoes or an instinctive urge to mentally rotate and arrange everyday items, such as furniture or vehicles, to form neat patterns. The term was coined in 1994 by writer Jeffrey Goldsmith in a Wired magazine article. Similar effects have been noted in other domains, such as chess players visualizing boards in daily life or musicians hearing phantom melodies. The phenomenon has shown potential therapeutic implications, particularly in treating posttraumatic stress disorder (PTSD), where playing Tetris can disrupt intrusive memory consolidation. Recent studies as of 2024-2025, including a single-session intervention, confirm reductions in PTSD symptoms like intrusive memories.

Overview and Definition

Core Phenomenon

The refers to a psychological in which individuals who engage intensively in a repetitive, patterned activity experience involuntary intrusions of that activity's elements into their waking thoughts, sensory perceptions, and dreams. This effect arises from prolonged concentration on tasks involving spatial manipulation or sequencing, leading to the brain's automatic replay or projection of those patterns onto unrelated stimuli or mental states. Originally observed in the context of the Tetris, the generalizes to any similar repetitive pursuit, demonstrating how focused practice can reshape cognitive processing beyond the immediate activity. Key characteristics of the include intrusive mental , such as visualizing falling shapes or fitting objects together, which can distort everyday perceptions—for instance, seeing architectural elements or traffic patterns as alignable blocks. These intrusions often manifest as hypnagogic during the , where stereotypical visuals from the activity replay without deliberate effort, persisting even after the task ends. The effect requires significant time investment, typically hours of dedicated , and reflects the brain's tendency to consolidate procedural skills through unconscious , rather than relying on explicit recall. Initial reports of the Tetris effect emerged in the late and among avid players of the game, who described "Tetris dreams" featuring cascading tetrominoes and a compulsion to mentally rotate or fit real-world objects into grids. Experimental confirmation came from studies where participants, after extended sessions totaling approximately seven hours of play over three days, frequently reported seeing falling game pieces in their minds upon closing their eyes or at sleep onset, with novices particularly prone to these vivid replays. Such observations highlighted the effect's roots in visual-spatial repetition, extending to non-gamers who experienced analogous intrusions from other patterned activities, like perceiving climbing holds as puzzle pieces during outdoor pursuits.

Examples and Variations

One prominent example of the involves players experiencing intrusive visual imagery of falling tetrominoes during the transition to sleep, known as hypnagogic states. In a of novice players, including those with , participants reported seeing Tetris pieces dropping or rotating involuntarily when closing their eyes, even after extended sessions totaling approximately seven hours over three days; this occurred in 63% of normals and persisted across multiple nights, with three participants also describing hypnagogic imagery featuring the falling blocks. Tetris-specific intrusions extend to waking activities, where players mentally apply to real-world tasks. For instance, one adolescent participant described packing belongings by envisioning them as tetrominoes to optimize , mimicking block placement strategies during non-gaming moments like organizing items. Similarly, reports include mentally rotating architectural elements or urban structures as if fitting them into a , reflecting the game's influence on spatial during everyday observation of buildings or environments. The Tetris effect manifests in variations across other repetitive activities, illustrating how prolonged engagement patterns thoughts and perceptions beyond gaming. In analogous video game contexts, Guitar Hero players have reported visualizing scrolling frets and notes in response to real-world guitar references, such as during a classroom discussion. Auditory variations appear in experiences like hearing persistent game soundtracks, as with one player replaying Hexic's music involuntarily after extended sessions. Motor intrusions include reflexive actions, such as mimicking controller inputs when dropping objects, observed in Prince of Persia players reaching for non-existent buttons. These examples parallel non-gaming repetitive tasks, where factory workers might perceive conveyor belt rhythms in idle settings, musicians detect rehearsed melodies in ambient sounds, or accountants identify numerical sequences in unrelated patterns, all stemming from sustained focus on structured repetition. The phenomenon spans sensory modalities, encompassing visual hallucinations like shape-fitting overlays, auditory echoes of repetitive cues, and motor impulses that unconsciously replicate task actions, such as finger movements simulating block rotations.

Neurological Mechanisms

Brain Metabolism and Activity

In studies examining the neurological underpinnings of the Tetris effect, cerebral glucose metabolic rates (GMRs) have been observed to increase significantly in visuospatial regions among novice players during active . This elevation reflects heightened energy consumption as the processes the game's falling tetrominoes and spatial rotations, engaging areas such as the occipital cortex and posterior parietal regions. (PET) scans using fluorodeoxyglucose (FDG) have quantified these changes, demonstrating that initial play induces a metabolic "high" in cortical surface areas, correlating with the cognitive demands of the task. Following 4-8 weeks of daily practice, GMRs in these regions normalize or decrease substantially, even as players exhibit marked performance improvements—often exceeding a sevenfold increase in lines completed per minute. For instance, in a of eight young men, whole-cortex GMR dropped from an average of 39.2 μmol/100g/min during naive play to 28.8 μmol/100g/min post-practice, with the most pronounced reductions occurring in the precentral and postcentral cortices, , posterior temporal cortex, and primary visual area (occipital area 17). Subcortical structures, including the , , cingulate gyrus, , and , also showed decreased metabolism. Notably, individuals achieving the greatest performance gains displayed the largest GMR reductions, indicating a shift toward neural where fewer resources are expended for superior task execution.

Neuroplasticity and Working Memory

The repeated practice of Tetris induces neuroplastic changes in the brain, manifesting as structural adaptations in key regions associated with visuospatial and motor functions. A longitudinal MRI study of adolescent girls found that three months of Tetris gameplay (approximately 1.5 hours per week) resulted in significant increases in cortical thickness in the left premotor cortex (Brodmann area 6, superior frontal gyrus) and the left anterior superior temporal gyrus (Brodmann areas 22/38), with no such changes observed in a control group. These findings, obtained using high-resolution 3T MRI and the CIVET cortical thickness analysis pipeline, demonstrate that intensive visual-spatial training can drive gray matter expansion in adolescents, reflecting the brain's capacity for experience-dependent plasticity. Links to are evident in how enhances the visuospatial , the subsystem responsible for temporarily holding and manipulating visual and spatial information as described in Baddeley's model. Research involving amnesic patients provides compelling evidence for this, showing that procedural learning persists independently of explicit . In a by Stickgold et al., participants, including three amnesics with extensive bilateral medial damage, reported intrusive, stereotypical images of pieces falling and rotating during hypnagogic states after , despite the amnesics' inability to consciously remember playing the game. This implicit replay underscores 's role in bolstering subconscious spatial processing capacity, allowing visuospatial patterns to emerge without declarative memory support. The persistence of the Tetris effect arises from mechanisms where repetitive strengthens neural pathways for spatial manipulation and rotation, culminating in automatic that spills into waking and pre-sleep . This aligns with the observed structural changes in premotor areas, where heightened connectivity facilitates effortless of shapes, as inferred from the implicit learning patterns in both healthy and amnesic individuals. Such adaptations highlight how targeted repetition can embed procedural skills deeply enough to generate involuntary intrusions, distinct from short-term metabolic shifts during active play.

Cognitive Implications

Integration into Cognition

The Tetris effect serves as evidence of non-declarative learning, particularly through its manifestation in , where repeated engagement with the game's mechanics fosters automatic cognitive habits that persist beyond active play. In studies involving both healthy participants and amnesic patients, intrusive visual imagery of Tetris elements—such as falling blocks—emerged at onset after intensive , even in individuals unable to form new declarative memories due to medial damage. This preservation of hypnagogic images in amnesics indicates that the effect relies on systems, independent of conscious recall, allowing game-derived patterns to embed as implicit cognitive routines. These procedural imprints extend to perceptual alterations, where real-world stimuli are involuntarily filtered through the game's framework, integrating into everyday visual processing without deliberate effort. For instance, prolonged play has been reported to cause individuals to perceive urban environments as assemblages of rotatable blocks, with buildings appearing to shift or align like tetrominoes in motion. Such intrusions highlight how the effect overlays game-specific heuristics onto ambient , transforming neutral objects into mentally manipulable elements that influence moment-to-moment spatial interpretation. Beyond perceptual shifts, the Tetris effect demonstrates positive carryover to cognitive efficiency through brain adaptations. Neuroimaging research reveals that three months of daily Tetris practice in adolescents led to increased cortical thickness in brain regions associated with visual-spatial , such as the , alongside reduced neural activation during related tasks, signaling more streamlined cognitive operations. Repeated Tetris play has been shown to improve performance on visuospatial tasks, including and spatial visualization. These adaptations suggest that the embedded game mechanics bolster overall spatial proficiency, facilitating quicker and more intuitive handling of environmental layouts in non-gaming contexts. Recent studies as of 2025 have further shown that Tetris in environments enhances spatial perception skills, with EEG indicating rapid frontal theta changes for cognitive adaptability during play.

Challenges to Traditional Views

The Tetris effect challenges traditional models of memory that portray it as a passive replay of stored traces, such as episodic recollections retrieved from a static archive. Instead, demonstrates that perceptual intrusions and dream imagery involve active synthesis of recent experiences, where the reconstructs and integrates sensory elements in novel ways during sleep onset. This is evident in studies where participants, after intensive play, reported hypnagogic images of falling tetrominoes not as verbatim replays of but as dynamically generated visuals that persisted across states of and drowsiness. This phenomenon aligns with constructivist models of cognition, which emphasize the brain's real-time rebuilding of experiences rather than mere retrieval from fixed storage. In the Tetris effect, perceptual construction manifests as the involuntary application of game-like patterns to unrelated stimuli, illustrating how focused mental activity reshapes ongoing through active neural assembly. Such processes highlight the brain's capacity to generate mental representations , drawing from implicit learning to influence conscious awareness without relying on deliberate recall. A pivotal emerges from observations in amnesic patients with medial damage, who experienced Tetris-themed dreams despite lacking any declarative of playing the game. These individuals reported a total of eight instances of Tetris imagery across three nights, accounting for 7.4% of all hypnagogic reports, underscoring that the effect operates via non-declarative mechanisms, such as , to simulate experiences dynamically. This implies functions more as an active simulation engine than a passive , bypassing hippocampal-dependent pathways to produce intrusive visuals directly in cortical regions.

Therapeutic Applications

Trauma and PTSD Treatment

The therapeutic mechanism underlying the use of in PTSD treatment involves playing the game shortly after exposure to compete for limited visuospatial resources, thereby disrupting the of intrusive visual memories and reducing their frequency. This leverages the game's demanding visuospatial processing to interfere with the perceptual encoding of traumatic images during a critical window of stabilization. A proof-of-concept conducted in an with motor vehicle accident victims demonstrated the efficacy of this approach, where participants who played for at least 20 minutes within six hours of their reported 62% fewer intrusive memories over the following week compared to a control group. In a separate study, male patients with combat-related PTSD who played for 60 minutes daily over approximately six weeks as an adjunct to (EMDR) therapy showed significant increases in hippocampal volume, which correlated with reductions in PTSD symptoms at a six-month follow-up. Standard protocols recommend initiating gameplay for about 20 minutes as soon as possible after , ideally within six hours, to maximize interference with . Long-term effects observed in clinical trials include sustained reductions in PTSD symptom severity, with notable decreases in anxiety scores persisting at follow-up assessments, though scores showed less consistent improvement. A 2024 multicenter with frontline healthcare staff exposed to work-related found that a single guided intervention session, including 20 minutes of gameplay after memory reactivation, significantly reduced the frequency of intrusive memories over five weeks compared to an active control group.

Cravings and Addiction Management

The Tetris effect has been explored as a cognitive strategy to manage cravings in contexts through visuospatial tasks that divert from craving-related cues. According to elaborated intrusion () theory, cravings often involve vivid mental imagery that competes for limited resources, particularly in the visuospatial domain; engaging in a demanding visuospatial activity like playing interferes with this imagery formation and maintenance, thereby reducing craving intensity. This mechanism operates by taxing the visuospatial component of , preventing the elaboration of intrusive thoughts associated with urges. Empirical evidence supports the efficacy of Tetris play in attenuating cravings across multiple domains. In a real-world ecological momentary study involving 31 participants, three minutes of Tetris gameplay reduced self-reported craving strength by an average of 13.9 percentage points on a 100-point scale, dropping from approximately 70% to 56% intensity for substances such as , , and , as well as for , , and non-substance activities like or exercise. Similar reductions have been observed in laboratory settings for naturally occurring cravings, where Tetris decreased craving vividness, frequency, and strength compared to conditions, with effects persisting post-play. These findings extend to drug urges, indicating broad applicability, though a moderate (Cohen's f² = 0.12) suggests the intervention's impact is meaningful but not transformative on its own. In therapeutic applications, brief sessions of 10-15 minutes have been integrated into cue-exposure protocols to disrupt urge escalation during to addiction triggers, serving as an accessible, low-cost adjunct to cognitive-behavioral . For instance, participants in addiction treatment programs report diminished reactivity to cues after , facilitating without full reliance on pharmacological aids. However, limitations persist, including the need for more rigorous controls in non-clinical populations to rule out expectancy effects and the potential for short-term benefits to wane without repeated practice.

Game Transfer Phenomena

Game Transfer Phenomena (GTP) refer to the involuntary transfer of experiences into real-life contexts, manifesting as altered sensory perceptions, spontaneous cognitive processes, and behavioral changes triggered by gameplay elements such as visuals, sounds, mechanics, or narratives. These phenomena encompass both positive and negative outcomes; for instance, positive transfers may enhance or problem-solving by applying game logic to everyday tasks, while negative ones can include distress from intrusive thoughts or impulsive actions that mimic in-game behaviors. has identified GTP across diverse game genres, with prevalence rates of 82–96% among gamers experiencing at least one instance in the past year or lifetime. The represents a classic subset of GTP, where prolonged engagement with falling-block patterns leads to persistent visual or auditory intrusions outside , such as mentally rotating shapes in daily environments; however, GTP extends beyond this to include transfers from any , incorporating broader sensory, cognitive, and motor elements. This broader framework highlights how immersive gaming can blur virtual and physical boundaries, potentially leading to misdiagnosis if clinicians unfamiliar with GTP interpret symptoms like auditory hallucinations—such as hearing game soundtracks in quiet settings—as signs of . Empirical studies on GTP, initiated around 2010 by researchers including Angelica B. Ortiz de Gortari, have surveyed over 6,000 aged 15–60 from various cultural backgrounds, revealing associations with factors like gaming frequency, fantasy proneness, and problematic gaming habits. Common examples include visualizing health bars over real people, applying game-based to street-crossing (e.g., dodging as if evading enemies), or involuntarily replaying game dialogues during conversations. Negative impacts affect about 16% of cases with medium to high severity, including disruption or risky behaviors, though many report neutral or beneficial experiences. A multidimensional of GTP emphasized its involuntary nature and developed scales for measuring sensory, cognitive, and behavioral dimensions, underscoring the need for greater healthcare to differentiate GTP from pathological conditions like gaming disorder or disorders. Low awareness among professionals persists, with studies noting that up to 58% of severe GTP cases involve distress or dysfunction that could be better managed through informed interventions.

Broader Psychological Effects

The positive Tetris effect refers to the intentional application of repetitive, pattern-based activities to rewire the toward and opportunity recognition, countering the default tendency to focus on negatives. This concept, popularized by positive psychologist , leverages —the 's ability to form new neural connections through repeated behaviors—to foster a that scans for positives rather than threats. Practices such as gratitude journaling, where individuals daily note three specific positive events, have been shown to increase and reduce by the to prioritize uplifting patterns over adverse ones. Similarly, exercises, involving mental rehearsal of successful outcomes, enhance this effect by embedding optimistic pathways in the , leading to sustained improvements in and . In productivity contexts, repetitive tasks like or can induce a beneficial pattern-thinking mode that sharpens problem-solving skills and breaks cycles of negative loops. For instance, engineers report that engaging in Tetris-like activities improves spatial reasoning and , directly aiding tasks such as complex codebases by promoting efficient mental . This contrasts with rumination on stressors, which reinforces unproductive loops; instead, positive repetition builds cognitive efficiency, as evidenced by studies showing increased cortical thickness in frequent pattern-based game players, correlating with better memory and . Empirical evidence supports that patterned positive activities diminish —the innate preference for processing negative information—leading to broader applications in work-life balance. Achor's research demonstrates that 21 days of such practices, like exercises, significantly boost for up to six months, as the adapts to detect opportunities amid challenges. In professional settings, this translates to improved focus and interpersonal dynamics, such as viewing colleagues' contributions positively to reduce and enhance . Studies on similar interventions confirm reduced toward negatives, with participants showing balanced attitude formation after consistent positive patterning.

History and Research

Early Discoveries

The phenomenon known as the first emerged alongside the rapid popularity of the video game , which was developed in 1984 by Soviet programmer at the Academy of Sciences and began spreading widely in the late following its international licensing. Early anecdotal reports originated from programmers, who described intense preoccupation with the game's falling tetrominoes even outside of play sessions; for instance, Pajitnov himself became so absorbed during prototyping that he struggled to complete the program, while colleagues at the Medical Institute experienced disrupted work and nighttime dreams of geometric shapes after prolonged exposure. Similar accounts soon appeared among Western players, such as a Tokyo-based individual in 1990 who reported visualizing pieces fitting into real-world objects like cars and trees, and experiencing intrusive images of falling blocks in dreams after extended sessions. The term "Tetris effect" was coined in 1994 by science journalist Jeffrey Goldsmith in his Wired magazine article "This Is Your Brain on Tetris," which compiled these player anecdotes to describe how obsessive engagement with the game led to patterned thoughts, mental imagery, and dreams mimicking its mechanics. This popularization highlighted the effect as a broader psychological response to repetitive activities, drawing on biochemical and perceptual explanations. The concept gained initial scientific validation in 1996 when software engineer Garth Kidd referenced it in a paper on virtual reality risks published in The RISKS Digest, defining it as the persistence of game-like afterimages and perceptual biases for days after intense play. Foundational empirical studies in the early 1990s began exploring the neurological underpinnings, with et al. (1992) using to measure regional cerebral in participants before and after 4-8 weeks of daily practice, revealing significant decreases in cortical glucose use despite over sevenfold performance improvements, suggesting brain efficiency gains from visuospatial learning. Building on such metabolic insights, Stickgold et al. (2000) provided direct evidence of the effect's intrusion into states in a study involving normal participants and amnesics who played for extended periods; both groups reported stereotypical hypnagogic images of game pieces at sleep onset, even when amnesics could not consciously recall playing, indicating an implicit, non-declarative mechanism. These early investigations established the as a verifiable form of activity-induced perceptual and cognitive .

Recent Developments

Since 2010, research on the has advanced significantly, with key studies demonstrating its potential in mitigating intrusive memories associated with . A pivotal by Iyadurai et al. (2018) involved patients who had experienced accidents; participants played shortly after the event, resulting in a substantial reduction in the number of intrusive memories over the following week compared to controls, with effect sizes indicating up to 62% fewer intrusions. This built on earlier work by integrating the game as a brief, visuospatial to disrupt . Further, a 2020 study by Butler et al. examined male patients with combat-related PTSD, finding that six weeks of adjunct gameplay alongside standard increased hippocampal volume by an average of 3.44%, correlating with symptom improvement and suggesting neuroprotective effects during recovery. Expansions of the Tetris effect concept have included broader investigations into Game Transfer Phenomena (GTP), encompassing non-pathological sensory, cognitive, and behavioral transfers from gaming to daily life. Surveys conducted between and , aggregating data from more than 6,000 participants across diverse cultural and gaming populations, revealed that 97% of experienced some form of GTP in a key 2016 study of 2,362 participants, such as involuntary visual intrusions or altered perceptions, often without distress. These findings underscore the prevalence of positive or neutral transfers, prompting calls for to distinguish them from pathological symptoms. Despite these advances, ongoing gaps persist, particularly in long-term craving management, where shows robust immediate reductions (e.g., 24% drop in drug and cravings post-play) but limited for sustained effects beyond a few hours. Future directions include exploring (VR) integrations, with a 2025 study indicating enhanced when is played in immersive VR environments. Additionally, 2024-2025 investigations, such as a trial, have focused on positive outcomes, demonstrating significant reductions in intrusive memories in single interventions. As of November 2025, further 2025 research includes a dose-response study showing 's effects on visuospatial load and intrusions after exposure, and an ecological momentary assessment confirming reductions in immediate but not subsequent daily intrusions.

References

  1. [1]
    The psychology of Tetris - BBC
    Oct 22, 2012 · How the secret to the popular game's success is that it takes advantage of the mind's basic pleasure in tidying up and uses it against us.
  2. [2]
    What Is the Tetris Effect? - Mental Floss
    Mar 21, 2025 · Scientists say the Tetris Effect may even have psychological benefits for people coping with PTSD. ByBeth Robertson| Mar 21, 2025.Missing: definition | Show results with:definition
  3. [3]
    How the neuroplastic "Tetris Effect" can unblock work-life obstacles
    Jan 19, 2024 · The Tetris Effect occurs when a task you do for a prolonged period of time starts to rewire your thinking and perception.Missing: definition | Show results with:definition
  4. [4]
    Trauma, treatment and Tetris: video gaming increases hippocampal ...
    Tetris has been proposed as a preventive intervention to reduce intrusive memories of a traumatic event. However, no neuroimaging study has assessed Tetris ...<|control11|><|separator|>
  5. [5]
    Replaying the Game: Hypnagogic Images in Normals and Amnesics
    ### Summary of Content from https://www.science.org/doi/10.1126/science.290.5490.350
  6. [6]
    Stacking Up Thoughts: The Tetris Effect and Our Brains - Psi Chi
    What Is the Tetris Effect? The Tetris Effect happens when prolonged exposure to a repetitive task causes it to infiltrate subconscious thought, manifesting ...Missing: definition - | Show results with:definition -
  7. [7]
    The Tetris effect: How video games opened a window to the brain
    Aug 3, 2024 · The first time Robert Stickgold noticed the Tetris effect, it had nothing to do with the video game. He was on a family vacation and had ...
  8. [8]
    Regional glucose metabolic changes after learning a complex ...
    Subjects who improved their Tetris performance the most after practice showed the largest glucose metabolic decreases after practice in several areas. These ...
  9. [9]
    This Is Your Brain on Tetris - WIRED
    May 1, 1994 · The elevated GMR "high" is why you get wired after hours of play. ... The Tetris effect is a biochemical, reductionistic metaphor, if you ...
  10. [10]
    MRI assessment of cortical thickness and functional activity changes ...
    Sep 1, 2009 · Regional cortical thickness changes were observed after three months of Tetris practice. Over the same period, brain activity decreases were ...
  11. [11]
    MRI assessment of cortical thickness and functional activity changes ...
    Sep 1, 2009 · Regional cortical thickness changes were observed after three months of Tetris practice. Over the same period, brain activity decreases were ...Missing: elevated | Show results with:elevated
  12. [12]
    Replaying the game: hypnagogic images in normals and amnesics
    Participants playing the computer game Tetris reported intrusive, stereotypical, visual images of the game at sleep onset.Missing: effect | Show results with:effect
  13. [13]
    Just sleep on it: And empty the brain's 'in box' - Harvard Gazette
    Oct 26, 2000 · Robert Stickgold is doing experiments that knit together the raveled threads of sleep, memories, and dreams.Missing: paper | Show results with:paper
  14. [14]
  15. [15]
    Playing Tetris decreases drug and other cravings in real world settings
    Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction ...
  16. [16]
    Playing Tetris decreases drug and other cravings in real world settings
    Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction ...
  17. [17]
    Playing 'Tetris' reduces the strength, frequency and vividness of ...
    The findings support EI theory, showing that a visuospatial working memory load reduces naturally occurring cravings, and that Tetris might be a useful task.
  18. [18]
    Playing Tetris decreases drug and other cravings in real world settings
    For example, an ecological momentary assessment study by Skorka-Brown et al., (2015) found that playing Tetris for 3 minutes reduced desire for activities such ...
  19. [19]
    [PDF] Playing Tetris decreases drug and other cravings in real world settings
    This finding extends that of Skorka-Brown et al. (2014), who reported that craving strength was reduced by a similar amount (14 points using the same 100 point.
  20. [20]
    Game Transfer Phenomena and Problematic Interactive Media Use
    Apr 21, 2021 · This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media.
  21. [21]
    What are GTP - Game Transfer Phenomena
    GTP is common among gamers (82-96% experience GTP at least once during the last 12 months or in their life; N>6,000, 15–60 years old). Gamers typically ...
  22. [22]
    Game transfer phenomena: Origin, development, and contributions ...
    Ortiz de Gortari, A. B. (2015a). Exploring Game Transfer Phenomena: A multimodal research approach for investigating video games' effects (Doctoral dissertation) ...
  23. [23]
    Multidimensional assessment of Game Transfer Phenomena - NIH
    Aug 10, 2022 · Game Transfer Phenomena (GTP) refers to a cluster of involuntary phenomena related to playing videogames, including sensory and cognitive ...
  24. [24]
  25. [25]
    How Tetris Can Help You Be Better at Work, Ease Anxiety, Improve ...
    Apr 3, 2025 · From coding to cold calls, Tetris is the weird new hack for beating anxiety, solving problems, and getting better at your job.
  26. [26]
    [PDF] Regional glucose metabolic changes after learning a complex ...
    Subjects who improved their Tetris performance the most after practice showed the largest glucose metabolic decreases after practice in several areas. These ...
  27. [27]
    What Is The Negativity Bias and How Can it be Overcome?
    By directing more of our conscious attention toward the positive events and feelings we experience, we can begin to address the asymmetry of negativity bias.Missing: patterned | Show results with:patterned
  28. [28]
    Want to Boost Your Office Optimism? Try the Tetris Effect
    Feb 9, 2011 · "Research shows that this significantly increases your optimism even six months later as your brain is now stuck in a pattern of scanning the ...
  29. [29]
    (PDF) Looking Up - ResearchGate
    Aug 7, 2025 · Participants in the mindfulness condition demonstrated less negativity bias in attitude formation. That is, they correctly classified positive ...
  30. [30]
    The RISKS Digest Volume 17 Issue 78
    it's the "Tetris Effect". ... Kidd, Internet Consultant, Southern Systems, Adelaide, AUSTRALIA garth ...
  31. [31]
    Preventing intrusive memories after trauma via a brief intervention ...
    Mar 28, 2017 · Preventing intrusive memories after trauma via a brief intervention involving Tetris computer game play in the emergency department: a proof-of- ...
  32. [32]
    About the research | Game Transfer Phenomena
    To date qualitative (N>1,000) and quantitative (N>6,000) studies have mainly focused on: • Identifying and defining the forms of GTP, ...
  33. [33]
    Playing Tetris in Virtual Reality Environment: Spatial Perception ...
    Oct 30, 2025 · This study examined whether playing Tetris in immersive virtual reality (VR) environments facilitates greater improvement in cognitive ...
  34. [34]
    A guided single session intervention to reduce intrusive memories of ...
    Sep 19, 2024 · For example, virtual reality (VR) may hold promise, with accumulating positive evidence for immersive PTSD treatments using VR to increase the ...