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Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz

Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz
Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz
Background: flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a ‘cognitive vaccine’ [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game – Pub Quiz – which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).

Methodology/principal findings: the trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.

Conclusions/significance: first, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma “cognitive vaccine”.
1932-6203
Holmes, Emily A.
a6379ab3-b182-45f8-87c9-3e07e90fe469
James, Ella L.
2f615774-3669-45da-b35f-c2cee8afb8dd
Kilford, Emma J.
67adf445-e28d-45fe-a45e-fd0e8cdf8298
Deeprose, Catherine
bbb2998d-91c3-4d2d-93c7-98b9335823ca
Holmes, Emily A.
a6379ab3-b182-45f8-87c9-3e07e90fe469
James, Ella L.
2f615774-3669-45da-b35f-c2cee8afb8dd
Kilford, Emma J.
67adf445-e28d-45fe-a45e-fd0e8cdf8298
Deeprose, Catherine
bbb2998d-91c3-4d2d-93c7-98b9335823ca

Holmes, Emily A., James, Ella L., Kilford, Emma J. and Deeprose, Catherine (2010) Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz. PLoS ONE, 5 (11), [e13706]. (doi:10.1371/journal.pone.0013706).

Record type: Article

Abstract

Background: flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a ‘cognitive vaccine’ [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game – Pub Quiz – which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).

Methodology/principal findings: the trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.

Conclusions/significance: first, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma “cognitive vaccine”.

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Accepted/In Press date: 30 September 2010
Published date: 10 November 2010

Identifiers

Local EPrints ID: 507791
URI: http://eprints.soton.ac.uk/id/eprint/507791
ISSN: 1932-6203
PURE UUID: 5a11f71b-01de-4ca3-9f8b-7e245e7f8591
ORCID for Emily A. Holmes: ORCID iD orcid.org/0000-0001-7319-3112

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Date deposited: 06 Jan 2026 17:47
Last modified: 08 Jan 2026 03:28

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Author: Emily A. Holmes ORCID iD
Author: Ella L. James
Author: Emma J. Kilford
Author: Catherine Deeprose

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