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使用者:ItMarki/俄羅斯方塊效應

維基百科,自由的百科全書
典型的《俄羅斯方塊》界面。長時間遊玩此類遊戲的人可能會在視野邊緣上看到這些移動圖像,閉眼時或睡前也會如此。

《俄羅斯方塊》效應是指某人花費很多時間,非常專心做某項活動,導致該活動開始塑造他的思維、心像和夢。[1]它的名字來自《俄羅斯方塊》。[1]

長時間遊玩《俄羅斯方塊》的人有時會思考現實世界的各種形狀能如何拼湊,比如超市貨架上的盒子或街道上的建築。[1]他們可能會看到各種顏色的方塊有規律地降落在視野邊緣上。[1]他們可能會在睡前看到這些圖像移動,這是一種睡前幻覺英語hypnagogia[2]

感受到這個效應的人可能會發現自己不能防止這些思想、圖像或夢出現。[3]

遊玩電子遊戲的長期影響已經得到深入研究,稱為遊戲轉移現象(game transfer phenomena,GTP)。[4]

Other examples

People who spend long periods of time at sea, such as passengers and crews aboard cruise ships, may experience an illusory feeling that they are moving英語illusions of self-motion when standing on solid ground after returning to shore, a phenomenon referred to as sea legs.

The Tetris effect can occur with other video games.[5] It has also been known to occur with non-video games, such as the illusion of curved lines after doing a jigsaw puzzle, 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 algorithms common among speedcubers.[來源請求]

The earliest example that relates to a computer game was created by the game Spacewar! As documented in Steven Levy's book Hackers英語Hackers: Heroes of the Computer Revolution: "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 imagery from rock climbing.[3] 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" and "Mal de debarquement英語Mal de debarquement"). The poem "Boots英語Boots (poem)" by Rudyard Kipling describes the effect, resulting from repetitive visual experience during a route march英語Loaded march:

'Tain't—so—bad—by—day because o' company,

But—night—brings—long—strings—o' forty thousand million
Boots—boots—boots—boots—movin' up an' down again.

There's no discharge in the war!

——Rudyard KiplingBoots

Mathematicians have reported dreaming of numbers or equations; for example Srinivasa Ramanujan, or Friedrich Engel英語Friedrich Engel (mathematician), who remarked "last week in a dream I gave a chap my shirt-buttons to differentiate, and he ran off with them".[6]

Place in cognition

Stickgold et al. (2000) have proposed that Tetris-effect imagery is a separate form of memory, likely related to procedural memory.[2] 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.

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.[7] 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英語Automatic behavior 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. Recent research has begun to explore other clinical applications of GTP, particularly among adolescents and young adults.[8][9][10][11]

History

The earliest known reference to the term appears in Jeffrey Goldsmith's article, "This is Your Brain on Tetris", published in Wired in May 1994:

No home was sweet without a Game Boy 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 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.[12]

The term was rediscovered by Earling (1996),[1] citing a use of the term by Garth Kidd in February 1996.[13] 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. The earliest description of the general phenomenon appears in Neil Gaiman's science fiction poem "Virus"[14] (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 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, featuring a chess player who begins to see elements of Chess in real-world situations, eventually driving him to madness.[15]

In 2018, the term was announced as the name of a new Tetris game英語Tetris Effect on the PlayStation 4 by Enhance.[16]

See also

References

  1. ^ 1.0 1.1 1.2 1.3 1.4 Earling, Annette. Do Computer Games Fry Your Brain?. Philadelphia City Paper英語Philadelphia City Paper. March 21, 1996 [January 22, 2008]. (原始內容存檔於January 22, 2008). 
  2. ^ 2.0 2.1 Stickgold, Robert; Malia, April; Maguire, Denise; Roddenberry, David; O'Connor, Margaret. Replaying the Game: Hypnagogic Images in Normals and Amnesics. Science. 13 October 2000, 290 (5490): 350–353. Bibcode:2000Sci...290..350S. PMID 11030656. doi:10.1126/science.290.5490.350. 
  3. ^ 3.0 3.1 Stickgold, R., interviewed 30 October 2000 by Norman Swan英語Norman Swan for The Health Report on Australia's Radio National英語Radio National (transcript). Retrieved 15 January 2020.
  4. ^ Ortiz de Gortari, Angelica B.; Gackenbach, Jayne. Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors. Frontiers in Psychology. 22 April 2021, 12: 585547. PMC 8100040可免費查閱. PMID 33967879. doi:10.3389/fpsyg.2021.585547可免費查閱. 
  5. ^ Terdiman, Daniel. Real World Doesn't Use a Joystick. Wired. 11 January 2005. 
  6. ^ Engels, Friedrich. Marx-Engels Correspondence 1881 (Letter). Letter to Karl Marx. August 10, 1881 [July 31, 2014]. 
  7. ^ Game Transfer Phenomena research website. Game Transfer Phenomena. 13 November 2010 [2019-12-17] (英國英語). 
  8. ^ Ortiz de Gortari, Angelica. Embracing pseudo-hallucinatory phenomena induced by playing video games. Gamasutra. March 12, 2018 [January 15, 2019] (英國英語). [自述來源]
  9. ^ Ortiz De Gortari, Angelica B. Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field. Attrill-Smith, Alison; Fullwood, Chris; Keep, Melanie; Kuss, Daria J. (編). The Oxford Handbook of Cyberpsychology. 2019: 531–556. ISBN 978-0-19-881274-6. doi:10.1093/oxfordhb/9780198812746.013.29. 
  10. ^ Ortiz de Gortari, Angelica B.; Griffiths, Mark D. Prevalence and Characteristics of Game Transfer Phenomena: A Descriptive Survey Study (PDF). International Journal of Human-Computer Interaction. 2 June 2016, 32 (6): 470–480. S2CID 30873640. doi:10.1080/10447318.2016.1164430. 
  11. ^ De Gortari, A. Ortiz; Basche, A. Pain and gain of auditory intrusions with video game content: Game transfer phenomena in clinical cases. European Psychiatry. April 2021, 64 (S1): S642. PMC 9479913可免費查閱. doi:10.1192/j.eurpsy.2021.1705. ProQuest 2560869230. 
  12. ^ Goldsmith, Jeffrey. This is Your Brain on Tetris. Wired Issue 2.05. May 1994 [20 December 2012]. 
  13. ^ Kidd, Garth. Possible future risk of virtual reality. The RISKS Digest: Forum on Risks to the Public in Computers and Related Systems. 1996-02-20, 17 (78) [2015-07-23]. 
  14. ^ Gaiman, Neil. Virus. 1987. (原始內容存檔於November 5, 2012). [自述來源]Template:Psc
  15. ^ Nabokov, Vladimir. The Defence. 
  16. ^ Fagan, Kaylee. This gorgeous new Tetris game is inspired by science to entrance you for hours. Business Insider. 2018-06-07 [12 June 2018]. 

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