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=== Psychological research === {{See also|Tetris effect}} The psychological and addictive effects of ''Tetris'' were first scientifically recognized by Soviet clinical psychologist [[Vladimir Pokhilko]] {{circa}} 1985.{{sfn|Ackerman|2016|p=73}}<ref name="MarkWolf2012">{{cite book |first=Mark J. P. |last=Wolf | title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming |chapter=Tetris |chapter-url=https://archive.org/details/isbn_9780313379369_2/page/640/mode/2up | date=August 31, 2012 |location=Santa Barbara, CA| publisher=[[Greenwood Press]] | isbn=978-0-313-37936-9 | pages=640–642 | chapter-url-access=registration |via=[[Internet Archive]] }}</ref> Pokhilko was a recipient of the IBM version of ''Tetris'' in [[Moscow]]. Interested in its potential psychological effects based on his experiences playing the game, Pokhilko distributed copies of ''Tetris'' to his colleagues at the Moscow Medical Center. Pokhilko regretted his decision after constant gameplay impaired medical research so he proceeded to destroy the distributed copies. After new copies were reintroduced to his facility, Pokhilko used ''Tetris'' while testing patients.{{sfn|Ackerman|2016|pp=69–70}} Starting with the research of American psychologist [[Richard J. Haier]] in 1992,<ref>{{cite journal|vauthors=Haier RJ, Siegel BV, MacLachlan A, Soderling E, Lottenberg S, Buchsbaum MS|title=Regional glucose metabolic changes after learning a complex visuospatial/motor task: a positron emission tomographic study|journal=Brain Res.|volume=570|issue=1–2|pages=134–43|date=January 1992|pmid=1617405|doi=10.1016/0006-8993(92)90573-R|s2cid=21725897}}</ref>{{sfn|Ackerman|2016|pp=81–82}}<ref>{{cite journal |last1=Latham |first1=Andrew J. |last2=Patson |first2=Lucy L. M. |last3=Tippette |first3=Lynette J. |title=The virtual brain: 30 years of video-game play and cognitive abilities |journal=[[Frontiers in Psychology]] |date=September 13, 2013 |volume=4 |page=629 |doi=10.3389/fpsyg.2013.00629|doi-access=free |pmid=24062712 |pmc=3772618 }}</ref> ''Tetris'' has been frequently used as a form of cognitive assessment and neuroimaging.<ref name=currentpsychology-2021>{{cite journal |last1=Agren |first1=Thomas |last2=Hoppe |first2=Johanna M. |last3=Singh |first3=Laura |last4=Holmes |first4=Emily A. |last5=Rosén |first5=Jörgen |title=The neural basis of Tetris gameplay: implicating the role of visuospatial processing |journal=Current Psychology |date=August 2, 2021 |volume=42 |issue=10 |pages=8156–8163 |doi=10.1007/s12144-021-02081-z |doi-access=free }}</ref><ref>{{cite journal |url=https://link.springer.com/article/10.3758/s13428-014-0547-y#Fn3 |last1=Lindstedt |first1=John K. |last2=Gray |first2=Wayne D. |title=Meta-T: TetrisⓇ as an experimental paradigm for cognitive skills research |journal=[[Behavior Research Methods]] |date=March 12, 2015 |volume=47 |issue=4 |pages=945–965 |doi=10.3758/s13428-014-0547-y |pmid=25761389 |access-date=November 14, 2024 |archive-date=January 22, 2022 |archive-url=https://web.archive.org/web/20220122090625/https://link.springer.com/article/10.3758%2Fs13428-014-0547-y#Fn3 |url-status=live }}</ref> Furthermore, ''Tetris'' has been studied as a potential form of psychological intervention such as for [[PTSD]] and [[wikt:craving|cravings]] with promising results.<ref name=currentpsychology-2021/>{{sfn|Plank|2022|p=271}} The "[[Tetris effect|''Tetris'' effect]]" refers to the phenomena of perceiving certain patterns in dreams and mental images following engagement in a repetitive activity such as playing ''Tetris.''{{sfn|Ackerman|2016|p=73}}<ref name=time-movie>{{cite magazine |url=https://time.com/6266810/tetris-movie-apple-tv-true-story/ |last=McCluskey |first=Megan |title=The Complicated True Story Behind Apple TV+'s Tetris Movie |magazine=[[Time (magazine)|Time]] |date=March 31, 2023 |access-date=November 12, 2024 |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227090730/https://time.com/6266810/tetris-movie-apple-tv-true-story/ |url-status=live }}</ref> The term was coined by Jeffrey Goldsmith in a 1994 article for ''[[Wired (magazine)|Wired]]'',<ref name="wired/1994/05/tetris">{{cite magazine |last1=Goldsmith |first1=Jeffrey |date=1994-05-01 |title=This Is Your Brain on Tetris |url=https://www.wired.com/1994/05/tetris-2/ |url-status=live |archive-url=https://web.archive.org/web/20221122022558/https://www.wired.com/1994/05/tetris-2/ |archive-date=November 22, 2022 |access-date=22 November 2022 |magazine=Wired}}</ref> in which he compared ''Tetris'' to an "electronic drug".{{sfn|Ackerman|2016|p=77–78}}
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