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Comparison of Visual Spatial Cognitive Abilities and Working Memory Capacity in Children with Different Levels of Digital Game Addiction

Yıl 2023, , 371 - 380, 30.09.2023
https://doi.org/10.51982/bagimli.1207764

Öz

Objective: The goal of the research was to scrutinize association between digital game addiction level and visuospatial cognitive skill and working memory performance of children aged 10-14 who played video games.
Method: The sample group of the study composed of 98 (36 female and 62 male) children with a mean age of 12.35 (SD=0.75). Data measurement tools were Information Form, Digital Game Addiction Scale for Children, Wechsler Memory Scale-III Letter-Number Sequencing Subtest and Clock Drawing Test.
Results: According to the One-Way ANOVA analysis results, while the Clock Drawing Test score increased in the risky group compared to the low-risk group, this test performance was found to be lower in the addicted group compared to the risky group. Similarly, Letter-Number Sequencing Test score increased in the risky group compared to the low-risk group, this test performance was found to be lower in the addicted group compared to the risky group.
Conclusion: Playing video games can increase visuospatial skills and working memory performance of children, but as addiction increases, these skills may be impaired. Thus, it is recommended that training programs to children can be created to provide in order to more qualified and limited time use of video games.

Kaynakça

  • 1. Pallesen S, Lorvik IM, Bu EH, Molde H. An exploratory study investigating the effects of a treatment manual for video game addiction. Psychol Rep 2015; 117(2): 490-495.
  • 2. Kiselev S. Long-term effect of computer game addiction on the development of visuospatial abilities in children. Biol Psychiatry 2021; 89(9): 109-388.
  • 3. Lemmens JS, Valkenburg PM, Peter J. Development and validation of a Game Addiction Scale for Adolescents. Media Psychol 2012; 12(1): 77-95.
  • 4. Han D, Kim YS, Lee YS, et al. Changes in cue-induced prefrontal cortex activation with video-game play. Cyberpsychol Behav Soc Netw 2010; 13(6): 655-661.
  • 5. Hoeft F, Watson CL, Kesler SR, et al. Gender differences in the mesocorticolimbic system during computer game play. J Psychiatry Res 2008; 42(4): 253-258.
  • 6. Castel AD, Pratt J, Drummond E. The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychol 2005; 119(2): 217-230.
  • 7. Green CS, Bavelier D. Action video game modifies visual selective attention. Nature 2003; 423(6939): 534-537.
  • 8. Green CS, Bavelier D. Effect of action video games on the spatial distribution of visuospatial attention. J Exp Psychol Hum Percept Perform 2006; 32(6):1465-1478.
  • 9. Stuss DT. Functions of the frontal lobes: relation to executive functions. J Int Neuropsychol Soc 2011; 17(5): 759-765.
  • 10. Andrews G, Murphy K. Does video-game playing improve executive function? Vanchevsky MA (editor), Frontiers in Cognitive Psychology, New York: Nova Science, 2006: 145–161.
  • 11. Colzato LS, Van Leeuwen PJ, Van Den Wildenberg W, Hommel B. DOOM'd to switch: superior cognitive flexibility in players of first person shooter games. Front Psychol 2010; 1: 8.
  • 12. Karle JW, Watter S, Shedden JM. Task switching in video game players: Benefits of selective attention but not resistance to proactive interference. Acta Psychol 2010; 134(1): 70-78.
  • 13. Miyake A, Friedman NP, Emerson MJ, et al. The unity and diversity of executive functions and their contributions to complex “frontal lobe” tasks: A latent variable analysis. Cogn Psychol 2000; 41(1): 49-100.
  • 14. Powers KL, Brooks PJ, AldrichNJ, et al. Effects of video-game play on information processing: A meta-analytic investigation. Psychon Bull Rev 2013; 20(6): 1055-1079.
  • 15. Steenbergen L, Sellaro R, Stock AK, et al. Action video gaming and cognitive control: playing first person shooter games is associated with improved action cascading but not inhibition. PloS One 2015; 10(12): e0144364.
  • 16. Chen YQ, Hsieh S. The relationship between internet-gaming experience and executive functions measured by virtual environment compared with conventional laboratory. Plos One 2018; 13(6): e0198339.
  • 17. Samson AD, Rohr CS, Park S, et al. Videogame exposure positively associates with selective attention in a cross-sectional sample of young children PloS One 2021; 16(9): e0257877.
  • 18. Cain MS, Landau AN, Shimamura AP. Action video game experience reduces the cost of switching tasks. Atten Percept Psychophys 2012; 74(4): 641-647.
  • 19. Christakis DA, Zimmerman FJ, DiGiuseppe DL, McCarty CA. Early television exposure and subsequent attentional problems in children. Pediatrics 2004; 113(4): 708-713.
  • 20. Swing EL, Gentile DA, Anderson CA, Walsh DA. Television and video game exposure and the development of attention problems. Pediatrics 2010; 126(2): 214-221.
  • 21. Farchakh Y, Haddad C, Sacre H, et al. Video gaming addiction and its association with memory, attention and learning skills in Lebanese children. Child Adolesc Psychiatry Ment 2020; 14(1): 46.
  • 22. Özçetin M, Gümüştaş F, Çağ Y, et al. The relationships between video game experience and cognitive abilities in adolescents. Neuropsychiatr Dis Treat 2019; 2019(15): 1171-1180.
  • 23. Kiselev S. Computer game addiction has negative effect on visuospatial abilities in 8-year-old children. Biol Psychiatry 2020; 87(9): 134-462.
  • 24. Irak M, Soylu C, Çapan D. Violent video games and cognitive processes: A neuropsychological approach. Bostan B (editor). Gamer Psychology and Behavior. Cham: Springer International, 2016: 3-20.
  • 25. Johnson B. Toward a new classification of nonexperimental quantitative research. Educational Researcher 2001; 30(2): 3-13.
  • 26. Cohen L, Manion L, Morrison K. Research Methods in Education. 5th edition, London: Routledge Falmer, 2000: 92-104
  • 27. Hazar Z, Hazar M. Çocuklar için Dijital Oyun Bağımlılığı Ölçeği. Journal of Human Sciences 2017; 14(1): 203-216.
  • 28. Wechsler D. WMS-III Administration and Scoring Manual. 1st edition, London, UK: Psychological Corp., 1997:1-212.
  • 29. Ant ES. Wechsler Bellek Ölçeği-III Sözel Çağrışım Çiftleri ve İşitsel Gecikmeli Tanıma Alt Testlerinin Türkçe Geçerlik, Güvenirlik Ön Çalışması. Yüksek Lisans Tezi, Eskişehir: Anadolu Üniversitesi, Dil ve Konuşma Terapistliği Anabilim Dalı, 2005.
  • 30. Özdemir Y. Wechsler Bellek Ölçeği –III Mantıksal Bellek ve İşitsel Gecikmeli Tanıma Alt Testlerinin Türkçe Geçerlik, Güvenirlik Ön Çalışması. Yüksek Lisans Tezi, Eskişehir: Anadolu Üniversitesi, Dil ve Konuşma Terapistliği Anabilim Dalı, 2005.
  • 31. Goodglass H, Kaplan E. The Assessment of Aphasia and Related Disorders. 2nd Edition, Philadelphia: Lea and Febiger, 1983: 1-102.
  • 32. Erden G, Uluç S. Saat Çizme testinin çocuk ve ergenler için gelişimsel ve klinik gösterge olarak kullanımı. AYNA Klinik Psikoloji Dergisi 2022; 9(1): 112-134.

Farklı Dijital Oyun Bağımlılığı Düzeyine Sahip Çocuklarda Görsel Uzaysal Bilişsel Beceriler ve Çalışma Belleği Kapasitesinin Karşılaştırılması

Yıl 2023, , 371 - 380, 30.09.2023
https://doi.org/10.51982/bagimli.1207764

Öz

Amaç: Bu çalışmanın amacı 10-14 yaşları arasında video oyunları oynayan çocukların dijital oyun bağımlılığı düzeyleri ile görsel uzaysal bilişsel becerileri ve çalışma belleği performansları arasındaki ilişkiyi incelemektir.
Yöntem: Araştırmanın örneklemini yaş ortalaması 12,35 (SS=0,75) olan 98 çocuk (36 kız ve 62 erkek) oluşturmaktadır. Veri toplama araçları Bilgi Toplama Formu, Çocuklar İçin Dijital Oyun Bağımlılığı Ölçeği, Saat Çizme Testi ve Wechsler Bellek Ölçeği-III Harf-Sayı Dizisi Alt Testi’dir.
Bulgular: Tek Yönlü Varyans Analizi (ANOVA) sonuçlarına göre dijital oyun bağımlılığı düzeyi riskli grupta Saat Çizme Testi puanı az riski grubun puanına göre artış gösterirken, bağımlı grupta bu test performansının riskli gruba göre düşük seviyede olduğu bulunmuştur. Benzer şekilde riskli grupta Harf-Sayı Dizisi Testi puanı az riskli gruba göre artarken, bağımlı grupta bu test performansının riskli gruptan düşük seviyede olduğu saptanmıştır.
Sonuç: Video oyunları oynamanın çocukların görsel uzaysal becerilerini ve çalışma belleği performanslarını artırabildiği, ancak bağımlılık arttıkça bu becerilerin bozulabileceği görülmüştür. Dolayısıyla video oyunlarının daha nitelikli ve sınırlı süreli olarak kullanılabilmesi için çocuklara yönelik eğitim programlarının oluşturulması önerilmektedir.

Kaynakça

  • 1. Pallesen S, Lorvik IM, Bu EH, Molde H. An exploratory study investigating the effects of a treatment manual for video game addiction. Psychol Rep 2015; 117(2): 490-495.
  • 2. Kiselev S. Long-term effect of computer game addiction on the development of visuospatial abilities in children. Biol Psychiatry 2021; 89(9): 109-388.
  • 3. Lemmens JS, Valkenburg PM, Peter J. Development and validation of a Game Addiction Scale for Adolescents. Media Psychol 2012; 12(1): 77-95.
  • 4. Han D, Kim YS, Lee YS, et al. Changes in cue-induced prefrontal cortex activation with video-game play. Cyberpsychol Behav Soc Netw 2010; 13(6): 655-661.
  • 5. Hoeft F, Watson CL, Kesler SR, et al. Gender differences in the mesocorticolimbic system during computer game play. J Psychiatry Res 2008; 42(4): 253-258.
  • 6. Castel AD, Pratt J, Drummond E. The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychol 2005; 119(2): 217-230.
  • 7. Green CS, Bavelier D. Action video game modifies visual selective attention. Nature 2003; 423(6939): 534-537.
  • 8. Green CS, Bavelier D. Effect of action video games on the spatial distribution of visuospatial attention. J Exp Psychol Hum Percept Perform 2006; 32(6):1465-1478.
  • 9. Stuss DT. Functions of the frontal lobes: relation to executive functions. J Int Neuropsychol Soc 2011; 17(5): 759-765.
  • 10. Andrews G, Murphy K. Does video-game playing improve executive function? Vanchevsky MA (editor), Frontiers in Cognitive Psychology, New York: Nova Science, 2006: 145–161.
  • 11. Colzato LS, Van Leeuwen PJ, Van Den Wildenberg W, Hommel B. DOOM'd to switch: superior cognitive flexibility in players of first person shooter games. Front Psychol 2010; 1: 8.
  • 12. Karle JW, Watter S, Shedden JM. Task switching in video game players: Benefits of selective attention but not resistance to proactive interference. Acta Psychol 2010; 134(1): 70-78.
  • 13. Miyake A, Friedman NP, Emerson MJ, et al. The unity and diversity of executive functions and their contributions to complex “frontal lobe” tasks: A latent variable analysis. Cogn Psychol 2000; 41(1): 49-100.
  • 14. Powers KL, Brooks PJ, AldrichNJ, et al. Effects of video-game play on information processing: A meta-analytic investigation. Psychon Bull Rev 2013; 20(6): 1055-1079.
  • 15. Steenbergen L, Sellaro R, Stock AK, et al. Action video gaming and cognitive control: playing first person shooter games is associated with improved action cascading but not inhibition. PloS One 2015; 10(12): e0144364.
  • 16. Chen YQ, Hsieh S. The relationship between internet-gaming experience and executive functions measured by virtual environment compared with conventional laboratory. Plos One 2018; 13(6): e0198339.
  • 17. Samson AD, Rohr CS, Park S, et al. Videogame exposure positively associates with selective attention in a cross-sectional sample of young children PloS One 2021; 16(9): e0257877.
  • 18. Cain MS, Landau AN, Shimamura AP. Action video game experience reduces the cost of switching tasks. Atten Percept Psychophys 2012; 74(4): 641-647.
  • 19. Christakis DA, Zimmerman FJ, DiGiuseppe DL, McCarty CA. Early television exposure and subsequent attentional problems in children. Pediatrics 2004; 113(4): 708-713.
  • 20. Swing EL, Gentile DA, Anderson CA, Walsh DA. Television and video game exposure and the development of attention problems. Pediatrics 2010; 126(2): 214-221.
  • 21. Farchakh Y, Haddad C, Sacre H, et al. Video gaming addiction and its association with memory, attention and learning skills in Lebanese children. Child Adolesc Psychiatry Ment 2020; 14(1): 46.
  • 22. Özçetin M, Gümüştaş F, Çağ Y, et al. The relationships between video game experience and cognitive abilities in adolescents. Neuropsychiatr Dis Treat 2019; 2019(15): 1171-1180.
  • 23. Kiselev S. Computer game addiction has negative effect on visuospatial abilities in 8-year-old children. Biol Psychiatry 2020; 87(9): 134-462.
  • 24. Irak M, Soylu C, Çapan D. Violent video games and cognitive processes: A neuropsychological approach. Bostan B (editor). Gamer Psychology and Behavior. Cham: Springer International, 2016: 3-20.
  • 25. Johnson B. Toward a new classification of nonexperimental quantitative research. Educational Researcher 2001; 30(2): 3-13.
  • 26. Cohen L, Manion L, Morrison K. Research Methods in Education. 5th edition, London: Routledge Falmer, 2000: 92-104
  • 27. Hazar Z, Hazar M. Çocuklar için Dijital Oyun Bağımlılığı Ölçeği. Journal of Human Sciences 2017; 14(1): 203-216.
  • 28. Wechsler D. WMS-III Administration and Scoring Manual. 1st edition, London, UK: Psychological Corp., 1997:1-212.
  • 29. Ant ES. Wechsler Bellek Ölçeği-III Sözel Çağrışım Çiftleri ve İşitsel Gecikmeli Tanıma Alt Testlerinin Türkçe Geçerlik, Güvenirlik Ön Çalışması. Yüksek Lisans Tezi, Eskişehir: Anadolu Üniversitesi, Dil ve Konuşma Terapistliği Anabilim Dalı, 2005.
  • 30. Özdemir Y. Wechsler Bellek Ölçeği –III Mantıksal Bellek ve İşitsel Gecikmeli Tanıma Alt Testlerinin Türkçe Geçerlik, Güvenirlik Ön Çalışması. Yüksek Lisans Tezi, Eskişehir: Anadolu Üniversitesi, Dil ve Konuşma Terapistliği Anabilim Dalı, 2005.
  • 31. Goodglass H, Kaplan E. The Assessment of Aphasia and Related Disorders. 2nd Edition, Philadelphia: Lea and Febiger, 1983: 1-102.
  • 32. Erden G, Uluç S. Saat Çizme testinin çocuk ve ergenler için gelişimsel ve klinik gösterge olarak kullanımı. AYNA Klinik Psikoloji Dergisi 2022; 9(1): 112-134.
Toplam 32 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Psikolojide Davranış-Kişilik Değerlendirmesi
Bölüm Araştırma
Yazarlar

Selin Yılmaz 0000-0001-9960-1321

Tuğba Üney 0000-0002-4000-313X

Yayımlanma Tarihi 30 Eylül 2023
Kabul Tarihi 22 Ocak 2023
Yayımlandığı Sayı Yıl 2023

Kaynak Göster

AMA Yılmaz S, Üney T. Farklı Dijital Oyun Bağımlılığı Düzeyine Sahip Çocuklarda Görsel Uzaysal Bilişsel Beceriler ve Çalışma Belleği Kapasitesinin Karşılaştırılması. Bağımlılık Dergisi. Eylül 2023;24(3):371-380. doi:10.51982/bagimli.1207764

Bağımlılık Dergisi - Journal of Dependence