Word tetris game




















In front of the Doctor now was a gleaming cliff made up of different apartment blocks, terraces and observation needles, all built to jostle for a view of the sea, tetrised together, blocking out the rest of the city, except for the odd tower and spire that peeked over. People kept arriving with food.

Cars kept trying to Tetris themselves into a driveway so steep it's a stretch for three— impossible for more. Lisa-Jo Baker, Surprised by Motherhood , The use of Tetris as a verb is still too rare for dictionary entry, but it has nonetheless become an option as a word for clever spatial arrangement.

And you can even prefix Tetris if you need a verb for removing something from said configuration:. Sterling cracked the side door before the van stopped. The men de- Tetrised their saddles and rigging bags and scrambled into the concourse, to the earthen circle of the arena… Sam Eifling, Sports Illustrated , August Tetris is hardly the first verb to be coined from a video game, by the way. Consider these examples:. The thing is, I see a double standard here: When Jon Kasich was incorrectly eating pizza or Pac-Manning his way through Bronx deli menus, no one questioned what the food would do to his figure or asked him to produce some caloric numbers to let readers do the guesswork.

Katherine Speller, Bustle , 19 Apr. And then the night came back to me in fleeting patches: walking and walking and walking aimlessly, shivering, tucking my arms inside my T-shirt, cursing out a security guard guilty only of trying to help me find my way back to the hotel, and the blaring of car horns as I Froggered across the Vegas strip on foot.

Diary B started immediately after experimental session 2 day 4 and ended at experimental session 3 day 7. Intrusions were checked at experimental session 2 diary A and session 3 diary B. As we were interested in the change in intrusive memories from before to after the intervention, we used the change in the number of intrusions from diary A last day to diary B first day was selected as main outcome variable. This change score was calculated by subtracting the number of intrusions for the last day in diary A from the first day in diary B.

This way, we controlled for small and insignificant differences in diary A. Intrusion frequencies usually rapidly decrease in the days following a trauma film diary A; see also James et al.

We expected low intrusion frequencies in diary B, and minimal intrusions after the first day of diary B. We therefore decided posthoc to use the first day of diary B rather than the total frequency, because the latter would be too sensitive to accidental and not task-related fluctuations in just individual participants. This would give the best indication of the task effects given the current design. Thus, a higher score means less compliance.

Compliance to diary A and diary B give an indication of the reliability of the self-reported intrusions in the diaries. In experimental session 2, participants were shown four still film images for seven seconds each, containing characteristic shots of each scene of the trauma film. An example is a woman sitting stuck in a van just before she was carried out by paramedics.

These stills were meant to activate the memory of the film, but there was no explicit instruction of reactivating the memory. During the minute period after memory reactivation thus during Tetris, Word games or sitting quietly participants in all conditions recorded any occurrence of an intrusive memory of the film on a sheet of paper lying next to the computer frequency only. The total intrusion frequency was used as an index of task difficulty, given that a more difficult task i.

The experiment was exactly the same for all conditions except for the tasks after memory reactivation. After the memory reactivation, participants played the game Tetris on a computer for 10 minutes. They used the cursor keys to move and rotate falling blocks to complete the largest number of complete rows across the screen Crystal Office Systems, The game has 10 speed levels; during level 1 the blocks fall slowly and during level 10 they fall extremely fast.

All participants started at level 3. If they failed the game before 10 minutes had passed, the experimenter reset the game at level 2. In that case, participants played Tetris at level 2 for the time that was left. After the memory reactivation participants played two word games.

In the first game they had to form as many Dutch words as possible with 10 randomly chosen letters e. In the second game they had to make as many words as possible starting with specific letters e. Both games started with an example and then lasted five minutes.

Each minute a different level started automatically. Participants used paper and pencil to write down their answers. Participants sat quietly in their seats for 10 minutes. They were asked to stay seated, to leave their mobile phones off and not to speak during this period.

The experimenter monitored the participants from behind a one-way screen. Participants completed the SCL and mood ratings at arrival in the laboratory. They then watched the trauma film, after which they completed mood ratings again. After that, intrusion diary A was given including standardized written information about how to record intrusions in the subsequent days until session 2. Thus, the last day of diary A ended when participants came to the lab for session 2.

Participants had to read the instructions and asked for clarification if needed. Four days later participants returned to the laboratory for experimental session 2.

They were assessed within a certain time window e. They were randomly allocated to one of the three experimental conditions just before their arrival. At arrival, participants handed in diary A and the experimenter checked all intrusions.

Participants rated diary compliance after which the memory reactivation task was given. During this minute period, participants were asked to write down each intrusion using the pen and paper next to the computer. When the task had ended, participants rated task difficulty and pleasantness. Intrusion diary B was given with the same instructions as for diary A and participants were asked to record each intrusion in the subsequent days until session 3. Thus, the first day of diary B started immediately after the intervention.

Participants handed in diary B and completed diary compliance. They were debriefed and received their reimbursement.

Prior to analysing and unblinding the data, an analysis plan was formulated that specified what analyses would be carried out and which variable would be used as a primary outcome measure. A set of variables was selected on which the participants should not differ over the three experimental conditions: Age, Gender, SCL, Attention for the film, Attention for the memory reactivation stills, Distress prior to the film, Distress after the film, Compliance to diary A, and Compliance to diary B.

Bayes factors BF0u were calculated to test equality H0 versus the unconstrained hypothesis Hu. Six informative hypotheses were formulated to address the three research questions according to a Bayesian approach, see Table 1. A comma indicates no constraints are posed between the adjacent parameters. The hypotheses were evaluated in pairs, to answer the three research questions.

For each research question the respective set of hypotheses was evaluated by means of a Bayes factor. A Bayes factor expresses the support for one hypothesis relative to another. For example, if BF12 is 1, both hypotheses are equally supported i.

It expresses relative evidence, so a Bayes factor of 2. After these planned comparisons, we investigated the relative evidence for all hypotheses. The unconstrained hypothesis specifies no constraints on the parameters of interest. Note that these Bayes factors are obtained from the main analysis, but are only interpreted in second instance.

Any Bayesian analysis requires a prior distribution of the parameters. Specifying a prior distribution can be difficult, researchers want to refrain from adding subjective information in the analysis.

Part of the data is used to compute a conjugate prior and Bayes factors for all specified hypotheses against an unconstrained hypothesis. Means and standard deviations of all variables are listed in Table 2. The three groups seemed equal regarding age, gender, SCL, Distress before or after the film, Attention for the film, Attention for the memory reactivation stills, and diary B compliance BF 0u between 1.

Note that participants were not yet allocated to a condition at this point. The results of the main analysis are depicted in Tables 3 and 4. Table 3 contains the Bayes factors for the three planned comparisons between the specific informative hypotheses to answer the three research questions see Analyses.

Table 4 contains the Bayes factors for all hypotheses against the unconstrained hypothesis Hu. Bayes factors for the comparison of informative hypotheses in pairs regarding intrusion changes after the intervention diaryB[1] — diaryA[4].

For changes in intrusion frequency from diary A last day to diary B first day H1 was 6. Intrusive memories of the film from before to after the intervention diary A day 5 to diary B day 1. H2 was Thus, an intervention seems more effective than no intervention. Note however, that a Bayes factor of 1. Table 4 shows H4 and H2 received the strongest support against Hu, and are therefore the relative best hypotheses. Both were preferred over H3 and H1, which in turn were preferred over Hu.

Note that H5 and H6 received less evidence than the baseline model, indicating that in these data, these hypotheses were highly unlikely. Task difficulty number of intrusions during the task and difficulty ratings and pleasantness pleasantness ratings were explored as possible explanatory factors for intervention and modality effects.

BFs for Ha and Hb were comparable and received little support. Thus, it seems that intrusion frequencies during Tetris and Word games did not differ.

However, the evidence is weak and no clear conclusion can be drawn for task Difficulty as indicated by intrusions during the task. Bayes factors BF for the exploratory analyses against the unconstrained hypothesis Hu for task difficulty and pleasantness. As can be seen in Table 5 , the hypothesis that Tetris was rated as less difficult than Word games Ha was most supported. The relative evidence was large; Hb and Hc did not receive much support. Thus, there is strong evidence for higher self-reported difficulty for Word games than Tetris.

For task pleasantness, the hypothesis that is most supported is that Tetris is more pleasant than the Word games Hb. Word games being more pleasant than Tetris Ha is unlikely. Both tasks being equally pleasant also receives some relative support, although less than Ha. Thus, it likely that Tetris was rated as more pleasant than Word games. The first aim of the present study was to examine whether previous effects of a visuospatial task Tetris after memory reactivation of analogue trauma could be replicated if the task was executed as long as four days after analogue trauma.

Tetris indeed resulted relatively fewer intrusive memories than reactivation-only. That is, the participants that played Tetris after their memory of the film was reactivated four days after watching the film showed relatively fewer intrusive memories from the last day of diary A to the first day of diary B than participants who did not execute a task after their memory of the film was reactivated.

Given the usual steep decline in intrusions in the days after a trauma film e. James et al. Our finding is in line with previous findings and may indicate that visuospatial tasks may be quite strong in influencing memory re consolidation. The second aim was to test an intervention effect.

We found that intervening with either Tetris or Word games four days after the trauma film was effective: participants in both Tetris and Word games conditions had relatively fewer intrusions after the intervention than participants without a task. The evidence for this finding was strong. Note that the effects can be explained in two ways: executing a task after memory reactivation prevents an increase of intrusive memories, or memory-reactivation without a specific task results in an increase of intrusive memories.

Such a condition was included in a previous study that investigated intrusion development in the reconsolidation phase James et al. Our findings, as well as those of James et al. Note that the intervention in the study of James et al. With respect to the third aim modality effect , comparisons of the two task conditions showed a weak preference for Word games being more effective than Tetris.

That is, having relatively fewer intrusions after playing Word games than after playing Tetris was 1. Posterior Model Probabilities also indicated that Word games being most effective of all conditions was the preferred hypothesis of all. With the power of MEmu, get your hands on a chicken dinner everyday. Play online or over local WiFi with players as you attempt to prep your spaceship for departure, but beware as one will be an impostor bent on killing everyone!

How to play Among us on PC with keyboard mouse. Originally created as a party game, we recommend playing with friends at a LAN party or online. Mobile Legends Patch 1.

Get yourself into the most exciting strategy battle. Join MEmu Player to get smooth and stable gaming experience. All Rights Reserved. Game Center Blog Business Support. Show more. Game Info Do you like riddle games? Bigger screen with better graphics; Long duration, without limitation of battery or mobile data. Full Keymapping support for precise control of keyboard and mouse or gamepad. Many consider it to be the greatest game of all time. Over a hundred million copies of the game have been sold for cell phones alone.

Pajitnov derived the name Tetris by combining Greek with the name of his favorite sport. Tetra is also any of the tropical freshwater fishes of the genus Hemigrammus.



0コメント

  • 1000 / 1000