Tap and pat and tapatagain

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They call it “game transfer phenomenon,” or GTP. In a controversial study, they described a brief mental hiccup during which a person reacts in the real world the way they would in a game. For some people, reality itself seems to temporarily warp. Could this effect be real?

Most of us are gamers now. The stereotype of a guy living in his parents’ basement on a diet of Cheetos and soda is long gone. The average gamer is 34 years old, gainfully employed and around 40 per cent are female. They play, on average, 8 hours a week and not just on consoles; around half of the gaming activity today is on smartphones.

Still, the idea of Angry Birds spilling into reality does sound far-fetched. Indeed, if you read some of the descriptions of GTP, they can seem a little silly. After dropping his sandwich with the buttered side down, for example, one person interviewed said that he “instantly reached” for the “R2″ controller button he had been using to retrieve items within PlayStation games. “My middle finger twitched, trying to reach it,” he told the researchers. (…)

Half accused the researchers of disingenuously formalising idiosyncratic experiences reported by a small sample of 42 - that charge was countered by their subsequent study replicating the findings in 2000 gamers. The other half asked why Griffiths was rebranding a familiar finding. “They said, ‘we’ve known about this for ages’,” he recalls. “It’s called the Tetris effect.”

That term was coined in 1996 to refer to a peculiar effect caused by spending a long time moving the game’s falling blocks into place. Play long enough and you could encounter all sorts of strange hallucinatory residuals: some reported witnessing bathroom tiles trembling, for example, or a floor-to-ceiling bookcase lurching down the wall. In less extreme but far more common cases, people saw moving images at the edge of their visual field when they closed their eyes.

{ New Scientist | Continue reading }

photo { Arthur Tress }