Given the task definition and input, reply with output. In this task, you are given a text of many news articles seperated by special token "|||||". Your task is to summarize them.

Playing Tetris for as little as three minutes at a time can weaken cravings for drugs, food and activities such as sex and sleeping by approximately one fifth, according to new research. 
  
 In the first test of its kind to study people in natural settings outside of a laboratory, participants were monitored for levels of craving and prompted to play the block-shifting puzzle game at random intervals during the day. 
  
 Psychologists from Plymouth University and Queensland University of Technology, Australia, found that playing Tetris interfered with desires not only for food, but also for drugs, including cigarettes, alcohol and coffee, and other activities. The benefits of playing Tetris were maintained over the seven-day study period. 
  
 In a report published in the international journal Addictive Behaviors, the authors say playing the game could help people to manage their cravings, and they have recommended further research, including testing people dependent on drugs. 
  
 Professor Jackie Andrade, from the School of Psychology and the Cognition Institute at Plymouth University, said: "Playing Tetris decreased craving strength for drugs, food, and activities from 70% to 56%. This is the first demonstration that cognitive interference can be used outside the lab to reduce cravings for substances and activities other than eating. 
  
 "We think the Tetris effect happens because craving involves imagining the experience of consuming a particular substance or indulging in a particular activity. Playing a visually interesting game like Tetris occupies the mental processes that support that imagery; it is hard to imagine something vividly and play Tetris at the same time." 
  
 During the experiment, 31 undergraduates, aged 18-27, were prompted seven times a day via text message to report on any cravings they were feeling. They were also encouraged to report cravings proactively, independently of the prompts. Fifteen members of the group were required to play Tetris on an iPod for three minutes, before reporting their craving levels again. 
  
 Craving was recorded in 30% of occasions, most commonly for food and non-alcoholic drinks, which were reported on nearly two-thirds of those occasions. Twenty-one percent of cravings were for substances categorised as drugs, including coffee, cigarettes, wine and beer, and 16% were for miscellaneous activities such as sleeping, playing videogames, socialising with friends, and sexual intercourse. Food cravings tended to be slightly weaker than those in the other categories. 
  
 "The impact of Tetris on craving was consistent across the week and on all craving types," said Professor Jon May, also of Plymouth University. "People played the game 40 times on average but the effect did not seem to wear off. This finding is potentially important because an intervention that worked solely because it was novel and unusual would have diminishing benefits over time as participants became familiar with it." 
  
 "As a support tool, Tetris could help people manage their cravings in their daily lives and over extended time periods," added Professor Andrade. 
  
 ### ||||| Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0–100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n = 15) then played Tetris for 3 min and reported their craving again. Those in the monitoring-only control condition (n = 16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f2 = 0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating. |||||

Are food cravings growing your waistline? Don't fret: just play Tetris. In what might just be the best news you read all day, a new study published in Addictive Behaviors finds playing Tetris for just 3 minutes reduces cravings by an average 20%. And that doesn't just apply to cravings for chocolate. Researchers say it works on hankerings for sex, sleep, cigarettes, and more. Over one week, psychologists prompted 31 participants, ages 18 to 27, to report cravings for food and drink, drugs (think coffee, alcohol, and cigarettes), and activities, including how strong those cravings were, seven times a day via text message. Of those, 15 participants were told to play 3 minutes of Tetris in between and report back. The result: "Playing Tetris decreased craving strength ... from 70% to 56%," researcher Jackie Andrade says in a press release. What sort of power might Tetris hold? A relatively simple one, it turns out. "Craving involves imagining the experience of consuming a particular substance or indulging in a particular activity," says Andrade. It's "hard to imagine something vividly and play Tetris at the same time." And the effect didn't wear off: Those who played averaged 40 sessions during the week, but the impact remained consistent. Researchers were so impressed that they hope to test the theory on people with drug addictions. Just as significantly, "this is the first demonstration that cognitive interference can be used outside the lab to reduce cravings for substances and activities other than eating," the researchers write. As far as undergrads' cravings, they reported wanting something about 30% of the time: about two-thirds of cravings were for food and non-alcoholic drinks; 21% were for cigarettes, beer, etc.; and 16% were for activities, including sleep, video games, socializing, and sex. (A recent study explains why we crave comfort food to begin with.)