Thursday, November 8, 2012

Unfinished Business, the Zeigarnik Effect, and Why You're Addicted to Tetris.

By: Veena Krish


Tetris is undoubtedly one of the most successful game franchises of history. 100 million copies of Tetris have been downloaded to cell phones, a special edition has sold for over $15,000, and a man in England was once jailed for 4 months for playing the cell phone version on an flight, "endangering the safety of the aircraft". (Guinness World Records 2011, 2010, 2008).

Why the addiction to Tetris? Standard models in psychology and in game theory have proposed reasons for such fascination. Tom Stafford of "Neurohacks" recently accumulated these reasons in an article "The Psychology of Tetris".

One of these reasons first drew attention in the early 20th century. In the 1930s, a Russian psychologist, Bluma Zeigarnik, noticed that busy waiters had near perfect memory of orders--up until the food was delivered. Once the orders were complete, they were, for the most part, instantly forgotten. Zeigarnik hypothesized that the waiters could remember the orders only when they were serving because of the potency of incomplete transactions. She theorized a phenomenon where unfinished tasks hold our attention by clinging to active memory until they are completed.

Zeignarik followed up her observations by measuring such retention in a lab setting: she asked participants to complete small tasks and afterwards asked which ones they remembered doing. Some participants were interrupted while completing their tasks, others were not, and ultimately, those who were interrupted remembered more activities. Such disparity supported her theories: incomplete tasks, no matter how trivial, tend to nag at our subconscious and cling to our active memories until they are resolved. After resolution, we quickly lose these memories. The Zeignarik Effect now is used to describe how tension created by incomplete transactions affects our

The Zeigamik Effect can be used to explain why the game holds our attention so well. Combined with our natural proclivity to clean up messes (Stafford snarks, "Many human games are basically ritualized tidying up"), the Zeigarnik Effect explains that a falling Tetris block bothers us until the block has found its place on the ground. As soon as that one task is complete, the game presents us with another challenge that picks at our brain until complete, and we can't escape.

Since then, the Zeigarmik Effect has been studied in numerous contexts. Stafford talks about quiz shows commanding attention because of irritation caused by not knowing answers to proposed questions. The effect may suggest that study breaks, offer interruptions in long sessions of memorization, are beneficial to learning. Other experiments have shown that the "nagging" on our active memory helps us avoid procrastination.

The effect has moreover been studied to understand traumatic memory. Many believe the tension created by an unresolved traumatic experience can provoke unwanted memories. Until this tension is relieved by talking about experiences or writing down stories, victims are more likely to relieve events.

Controversy has arose concerning the validity of Zeignarik's conclusions, and the reason for the effect still remains a mystery. One explanation theorizes that some designs in the brain encourage attentiveness and goal-orientation. While such attentiveness may prove essential for completing tasks, it may have unwarranted effects. In Stafford's words, "Like a clever parasite, Tetris takes advantage of the mind's basic pleasure in getting things done and uses it against us".

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