For over thirty years, people have been playing Tetris, a game where you rotate and align falling blocks. While it might seem simple compared to today’s games, Tetris engages our brains in fascinating ways. Some believe it can enhance brain power, but it can also be quite addictive. So, when does Tetris go from being helpful to potentially harmful?
In one study, participants played Tetris for an hour and a half each week over three months. Researchers discovered that this activity changed their brain structure. The cerebral cortex, which is the brain’s outer layer, became thicker in certain areas. Additionally, some brain regions became more efficient, requiring less glucose to perform the same tasks over time. However, it’s still unclear how these structural changes impact brain function. Engaging in other activities, like playing different games or driving, could also alter brain structure in similar ways.
Another study explored whether Tetris could help reduce flashbacks in people with Post-Traumatic Stress Disorder (PTSD). Participants watched traumatic film clips, and then half of them played Tetris while the others sat quietly. Over the following week, those who didn’t play Tetris experienced twice as many flashbacks as those who did. Researchers described Tetris as a “cognitive vaccine” because it keeps our working memory and visual processing busy, disrupting the consolidation of traumatic visual memories.
Tetris can be addictive because it satisfies our natural urge to organize, complete tasks, and achieve goals. This is linked to the “Zeigarnik Effect,” where our brains remember incomplete tasks better than completed ones. Jamin from Game Show explains that Tetris is a continuous stream of incomplete tasks, with no breaks between levels. The constant flow of blocks and the need to fit them into spaces provide a continuous sense of achievement. This immediate connection between problem and solution is known as Epistemic Action, and few games offer such a direct link.
Some players become so engrossed in Tetris that they experience “The Tetris Effect,” where they think about the game even when they’re not playing. They might dream about fitting blocks together or mentally arrange everyday objects. It’s difficult to pinpoint why some games are beneficial for certain people and harmful for others. Individual differences, such as longer gaming sessions and lower social skills, can increase the risk of gaming addiction.
The benefits of Tetris have mostly been observed in controlled settings, and we might have found these benefits because we were specifically looking for them. Whether Tetris is good or bad is like solving a complex puzzle. For now, it’s best to enjoy playing Tetris in moderation.
If you’re interested in learning more about Tetris’s design, check out Jamin’s episode on Game/Show!
Research how playing Tetris can change brain structure. Create a presentation that explains the changes in the cerebral cortex and how these might affect brain function. Use diagrams to illustrate your points and present your findings to the class.
Conduct a mini-experiment to understand the concept of Tetris as a “cognitive vaccine.” Pair up with a classmate and watch a short, emotionally neutral video. One of you will play Tetris for 10 minutes afterward, while the other will sit quietly. Record any differences in recall or emotional response to the video over the next few days and discuss your findings.
Investigate the Zeigarnik Effect by keeping a journal of tasks you start but do not complete over a week. Reflect on how these incomplete tasks occupy your thoughts compared to completed ones. Relate your experiences to how Tetris keeps players engaged and discuss your insights with the class.
Play Tetris for a set period each day for a week. Keep a diary of any instances where you notice the “Tetris Effect” in your daily life, such as dreaming about the game or visualizing Tetris-like patterns. Share your experiences in a group discussion and explore why this effect might occur.
Organize a workshop on the importance of moderation in gaming. Create posters or digital presentations that highlight the benefits and potential downsides of playing Tetris. Discuss strategies for balancing gaming with other activities and present your ideas to the class.
Here’s a sanitized version of the transcript:
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We’ve been playing Tetris for over thirty years, quickly rotating and aligning those falling blocks. It seems like a simple game by today’s standards, but it taps into our psychology in a complex way. Some say it boosts brain power, but it can also be highly addictive. Is there a tipping point where Tetris goes from being beneficial to detrimental?
In one study, a group played Tetris for one and a half hours a week for three months, and researchers found that it changed the structure of their brain. Their cerebral cortex, the outer layer of the brain, became thicker in certain areas, and other regions became more efficient, using less glucose to fuel the same tasks over time. However, we can’t definitively determine how changes in brain structure affect brain function. If you engaged in another task for three months, like playing a different game or driving, that would also alter brain structure.
Another study examined whether Tetris could reduce flashbacks for individuals with Post-Traumatic Stress Disorder (PTSD). Participants were shown traumatic film clips; then half were assigned to play Tetris while the other half sat quietly. Their flashbacks were monitored for a week, and those who didn’t play Tetris reported having twice as many flashbacks compared to the Tetris group. The researchers referred to Tetris as a “cognitive vaccine,” as it interferes with the consolidation of traumatic visual memories by keeping both our working memory and visual processing occupied.
Tetris can also be quite addictive. It appeals to our natural desire to organize, complete tasks, and achieve goals. It plays on the “Zeigarnik Effect,” which is the brain’s tendency to remember incomplete tasks better than completed ones.
At this point, Jamin from Game Show joins the discussion. Tetris is a continuous stream of incomplete tasks. With no breaks between levels, the constant presentation of blocks makes matching them to empty spaces addictive, providing a continuous sense of achievement. The solution is presented simultaneously with the unfinished task, allowing for quicker actions than spatial judgment. This phenomenon is known as Epistemic Action. Few games allow for such an immediate connection between problem and solution.
Some individuals become so immersed in Tetris that they experience “The Tetris Effect,” where thoughts of the game occupy their non-gaming hours. They may dream about completing more lines or mentally fitting everyday objects together. However, it’s challenging to determine why some games are beneficial for certain people and harmful for others. Individual differences play a role in gaming addiction, with research suggesting that longer gaming time and reduced social competence increase the likelihood of addiction.
The benefits of Tetris have primarily been observed in laboratory settings, and perhaps we found these benefits because we were specifically looking for them. The question of whether Tetris is good or bad is like a big puzzle. For now, it’s best to enjoy playing in moderation.
If you want to know more about the design of Tetris, check out Jamin’s episode on Game/Show!
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This version maintains the original content while removing any informal language or unnecessary interruptions.
Tetris – A popular puzzle video game that involves arranging falling blocks to clear lines and score points. – Playing Tetris can improve spatial awareness and problem-solving skills, which are important cognitive abilities.
Brain – The organ in the head that controls thoughts, memory, emotions, and behavior. – Regular gaming can stimulate the brain, enhancing cognitive functions such as attention and reaction time.
Cognitive – Relating to mental processes such as thinking, learning, and memory. – Cognitive development can be influenced by engaging in strategic games that require critical thinking.
Addiction – A psychological condition characterized by an inability to stop engaging in a behavior despite negative consequences. – Gaming addiction can lead to neglect of responsibilities and social isolation.
Memory – The mental capacity to store, retain, and recall information. – Certain video games are designed to enhance memory by requiring players to remember patterns and strategies.
Trauma – A deeply distressing or disturbing experience that can have lasting psychological effects. – Experiencing trauma can affect a person’s mental health, sometimes influencing their gaming habits as a form of escapism.
Gaming – The act of playing video games, often involving interaction with a user interface to generate visual feedback. – Gaming can be a social activity that helps build teamwork and communication skills.
Structure – The arrangement or organization of parts to form a whole, often referring to how something is built or organized. – The structure of a game can influence how players learn and apply new skills.
Effects – The changes that result from a particular action or cause. – The effects of prolonged gaming on teenagers can include both improved hand-eye coordination and potential social withdrawal.
Organization – The act of arranging or structuring elements in a systematic way. – Effective organization of game levels can enhance a player’s learning experience and engagement.