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Öz Belirleme Kuramı Temelinde Bir Müdahale Aracı Olarak Video Oyunları

Year 2022, Volume: 14 Issue: 2, 207 - 220, 30.06.2022
https://doi.org/10.18863/pgy.974968

Abstract

Bu çalışmanın amacı video oyunlarının özelliklerini ve kullanım alanlarını Öz Belirleme Kuramı (ÖBK) çerçevesinde inceleyen mevcut çalışmaları değerlendirmektir. Makalenin ilk kısımlarında ÖBK ve video oyunlarının temel özellikleri tanıtılmıştır. İkinci kısımda video oyunları temel psikolojik ihtiyaçlar ve motivasyonel süreçler kapsamında irdelenmiştir. Araştırmalar, video oyunlarının içeriğinin ve mekaniğinin temel psikolojik ihtiyaçların doyumunda önemli bir rol üstlendiğini göstermektedir. Dahası, video oyunları temel psikolojik ihtiyaçların doyumu aracılığıyla psikolojik iyi oluş, yaşam kalitesi ve içsel motivasyon seviyesini etkilemektedir. Oyun içerisinde sağlanan seçenekler ve geribildirimler özerklik ihtiyacını, zorluklar karşısında elde edilen başarılar yetkinlik ihtiyacını, başka kişilerle çift ya da gruplarla oyun oynamak ilişkili olma ihtiyacını doyurmaktadır. Bu doyum motivasyonu ve psikolojik iyilik halini arttırmaktadır. Diğer taraftan, video oyunları içerisinde temel psikolojik ihtiyaçların engellenmesi bu alanlarda düşüşe sebep olmaktadır. Makalede video oyunlarının birçok farklı alanda ne şekilde birer müdahale aracı olarak kullanıldığı açıklanmıştır. Özel olarak, video oyunlarının sağlık ve eğitim alanlarında davranış edinimi ve değişimini sağlamak amacıyla kullanıldığı ve bu anlamda başarılı olduğu, fiziksel ve psikolojik hastalıkların tedavisine katkı sağladığı görülmüştür.

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Video Games as a Part of Intervention Programs Based on Self-Determination Theory

Year 2022, Volume: 14 Issue: 2, 207 - 220, 30.06.2022
https://doi.org/10.18863/pgy.974968

Abstract

The current study aims to evaluate the existing literature on the characteristics and the usage of video games within the framework of Self-Determination Theory (SDT). In the first part of the article, the essential characteristics of SDT and video games were presented. In the second part, video games were examined based on basic psychological needs and motivational processes. Research shows that the content and mechanics of video games play a significant role in the satisfaction of basic psychological needs. Moreover, video games affect psychological well-being, quality of life, and intrinsic motivation via the satisfaction of basic psychological needs. The options and feedback provided in a game promote autonomy; success achieved in the face of difficulties promotes competence; and playing video games with other people in pairs or groups satisfies the need for relatedness. This satisfaction increases motivation and psychological well-being. On the contrary, the frustration of psychological needs in video games can harm these areas. IIt is emphasized that video games can be used within various intervention programs, and they are successful in acquiring and changing behavior and can support treatment process, especially in the fields of health and education.

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There are 288 citations in total.

Details

Primary Language Turkish
Subjects Psychology
Journal Section Review
Authors

Mehmet Can Sevinçli 0000-0003-0897-8241

Melike Eğer Aydoğmuş 0000-0003-4455-6863

Publication Date June 30, 2022
Acceptance Date November 17, 2021
Published in Issue Year 2022 Volume: 14 Issue: 2

Cite

AMA Sevinçli MC, Eğer Aydoğmuş M. Öz Belirleme Kuramı Temelinde Bir Müdahale Aracı Olarak Video Oyunları. Psikiyatride Güncel Yaklaşımlar - Current Approaches in Psychiatry. June 2022;14(2):207-220. doi:10.18863/pgy.974968

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