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We are still analysing the results, but preliminarily they do further indicate how common game transfer phenomena is among players – especially those who play heavily.
It could be that some gamers are more susceptible than others to experiencing game transfer phenomena.
Based on our research so far, game transfer phenomena appear to be commonplace among excessive gamers.
But the good news is that – for most – the phenomena are short-lasting, temporary and appear to resolve of their own accord.
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Despite instances of game transfer phenomena elsewhere in the psychological and medical literature, we argue there are important reasons for not using the Tetris effect concept when studying game transfer phenomena across the board.
Among the most important is that this early definition is very broad, not emphasising the importance of the association between real life stimulus and video game elements as a trigger of some of the transfer experiences. Inspired by the one specific stereotypical puzzle game, Tetris, the name indicates that it is repetition that triggers the transfer effects.
Our first study into game transfer phenomena, published in the International Journal of Cyber Behavior, Psychology and Learning was an exploratory one.