Over the following week, the volunteers were also asked to keep a flashback diary, recording when and what memories from the film intruded their thoughts. As the researchers expected, people who played Tetris were significantly less likely to flash back to the movie than people in the no-task group. But more interesting: the volunteers who played Pub Quiz had significantly more flashbacks than either those who did nothing or played Tetris.
The authors theorize that engaging in a visual task like Tetris can be protective after a traumatic event because it interferes with the brain’s ability to lay down visual memories—the same harrowing images that could later return as flashbacks.
The study’s second experiment was essentially the same as the first, except researchers extended the time between the movie and the computer-game task to four hours. Again, Tetris appeared to shieldparticipants from flashbacks during the following week, even though they played the game hours instead of minutes after the traumatic event.
The researchers suggest that if further research bears out their findings, Tetris, or a task like it, could be developed as a kind of “cognitive vaccine” against flashbacks. It could be used as an alternative to other early interventions such as drug treatment and counseling, neither of which has shown much benefit.
Vocabulary
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