What Do the Pandemic and Tetris Have in Common?
Game transfer phenomena, for one.

There’s a lot of gaming research out there, and much of it has been produced during the pandemic. Over the past two years, researchers have been examining the impacts of global crises on gaming and players’ wellbeing. But what have they concluded?
Gaming as a Positive Force
One early 2022 study found, somewhat predictably, that gaming was a positive experience during the pandemic. The researchers, both from the University of Glasgow in the UK, identified seven ways that gaming impacted players’ wellbeing: by providing them with socialization, stress relief, escape, and cognitive stimulation, among others.
The researchers identified only one negative impact. Some players reported feeling that they were wasting their time by gaming when they could’ve been doing something more productive, such as work.
Despite this, the researchers noted that “negative comments […] were balanced with more positive sentiments” and at least one participant noted that global conditions “justify the time spent” gaming.
Though the researchers noted that their findings are similar to prior research, they also acknowledged that the larger public’s perception of gaming is less positive. To combat this, they suggested that gaming be included in future “guidance on coping” to highlight the benefits of videogames.
Enter Player Two: Game Transfer Phenomena
A March 2022 study took a slightly different route to examine the pandemic’s effects on gamers. From the University of Bergen in Norway, Angelica B. Ortiz de Gortari’s study focused on game transfer phenomena.
Shortened to GTP, these phenomena are “effects carried over from playing videogames into the real world.” They can include altered visual or auditory perceptions or automatic mental processes.
GTP is related to an earlier phenomenon called the Tetris effect. It describes the experience of seeing Tetrominos (also known as Tetris blocks) while sleeping, at the supermarket, in peripheral vision, etc., after long stints playing Tetris. The experience was typically more intense with increased frequency, and length, of play.
As noted on Wikipedia, the Tetris effect was first mentioned in a 1994 Wired article, which talks about the success—and addictiveness—of Tetris as well as the way the brain responds to the game.