Nov. 11, 2010 — A few computer recreations are more successful than others at reducing traumatic flashbacks, agreeing to a study.
Analysts led by Emily Holmes, a senior inquire about fellow at Oxford College in Britain, compared the effects of playing two diverse sorts of computer recreations — Tetris and Bar Quiz Machine 2008 — or doing nothing when trying to minimize traumatic flashbacks.
The think about appeared those who played Tetris experienced less traumatic flashbacks whereas those who played PubQuiz really experienced more.
Tetris is a puzzle computer game including the control of colored pieces; Pub Quiz is a computerized word diversion.
The study included two experiments. In the first, 60 solid individuals were shown a film approximately damage and death and the dangers of tanked driving. After holding up for 30 minutes after the film ended, participants were divided into three bunches: playing Tetris for 10 minutes, playing Bar Test for 10 minutes, or doing nothing. There were no differences within the three bunches with regard to age, depression, anxiety, and presentation to trauma. Flashbacks approximately the traumatic film were recorded in a journal for the following week.
The moment try rehashed the primary one, but with 75 sound members, and this time, the hold up from the time the film ended until the intervention was amplified to four hours. Participants were randomly relegated to either do nothing, play Tetris, or play Bar Test.
In both tests, the Tetris players detailed less flashbacks while the Bar Test players detailed significantly more flashbacks.
“Our latest findings propose Tetris is still viable as long because it is played inside a basic six-hour window after viewing a upsetting film,” Holmes says in a news discharge. “Playing Tetris can decrease flashback-type memories without wiping out the capacity to form sense of the event. We have appeared that not all computer diversions have this beneficial impact — a few may indeed have a detrimental impact on how individuals bargain with traumatic memories.”
The findings may have implications for the treatment of posttraumatic push disorder, in which traumatic flashbacks are a hallmark symptom.
The ponder results are distributed within the November issue of PLoS ONE.
How Computer Games Diminish Flashbacks
So why did a computer diversion approximately colored pieces prove to more successful in reducing traumatic flashbacks than a computerized word amusement?
The analysts say there are two primary but separate channels of thought within the brain. One channel is tactile and shapes our perceptions almost an involvement. The other channel is conceptual, which permits us to put sensory information into setting.
These two channels regularly work in tandem, but when somebody sees and/or experiences a traumatic occasion, these channels can become lopsided, with sensory information often overwhelming contextual information. For example, in a car mishap, we might remember more sensory information, such as the flash of headlights or the noise of a crash.
Holmes and her group suggest that moving colored pieces competes with the perceptual information channel in the brain, decreasing the pictures of injury seen on the video. The word game competed with remembering the conceptual channel, permitting for the visual memories within the perceptual channel to extend.
“This work is still exploratory, and any potential treatment is a long way off,” Holmes says. “We are starting to understand how meddling memories/flashbacks are shaped after injury, and how we can use science to investigate unused preventative treatments.”