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Exergaming, A Brief Literature Summary and Turkishization Proposal: Antroyun

Yıl 2020, Sayı: 2, 26 - 45, 15.12.2020

Öz

This study proposes the Turkish equivalent of "antroyun" for the digital game genre conceptualized as "exergame" in English literature. In addition, the study aims to introduce this game genre with its different dimensions and to summarize the relevant literature. In this context, the introductory section offers a brief approach to the relationship of the game with culture, as well as the relationship of digital games with society and the body. The conceptual framework presented in the first chapter aims to melt different terms used for the same concepts in different studies in one pot. Thus, the concepts for digital game studies or 'exergame' are summarized on the one hand, and simplified on the other. In the second part, digital games and the history of the genre called "exergame" are briefly discussed. In the third chapter, there is a classification proposal for exergames. In the fourth chapter, the literature on the subject is the shortcut summarized. In the conclusion part, the situation and possibilities of exergames in Turkey are briefly evaluated.

Kaynakça

  • Adams, M.A., Marshall, S.J., Dillon, L., Caparosa, S., Ramirez, E., Phillips, J. vd. (2009). “A Theory-Based Framework For Evaluating Exergames As Persuasive Technology”. Proceedings of the 4th International Conference on Persuasive Technology.
  • Adcock,M., Sonder, F., Schättin, A., Gennaro, F., ve de Bruin E.D. (2020). “A Usability Study Of A Multicomponent Video Game-Based Training For Older Adults.” European Review of Aging and Physical Activity. 17(3). doi.org/10.1186/s11556-019-0233-2
  • Ainsworth, B.E., Haskell, W.L., Herrmann, S.D., Meckes, N., Bassett, D.R. Jr, Tudor-Locke, C. ve Leon, A.S. (2011). “2011 Compendium Of Physical Activities: A Second Update Of Codes And MET Values.” Medicine and Science in Sports and Exercise. 43(8). s.1575–1581. doi:10.1249/MSS.0b013e31821ece12
  • Alahäivälä, T., ve Oinas-Kukkonen, H. (2016). “Understanding Persuasion Contexts İn Health Gamification: A Systematic Analysis Of Gamified Health Behavior Change Support Systems Literature.” International Journal of Medical Informatics.
  • Alves, R., Iunes, D., Carvalho, J., Menezes, F., Silva, A., Borges, J. ve Carvalho, L. (2018). “Effects of Exergaming on Quality of Life in Cancer Patients.” Games for Health Journal. Sayı.7. s.385-392. doi.10.1089/g4h.2017.0174.
  • Anders, P., Bengtson, E. I., Grønvik, K.B., Skjæret-Maroni, N. ve Vereijken, B. (2020). “Balance Training in Older Adults Using Exergames: Game Speed and Cognitive Elements Affect How Seniors Play.” Frontiers in Sports and Active Living. Sayı. 2. doi: 10.3389/fspor.2020.00054
  • Andrade, A., Cruz, W.M., Knierim Correia, C., Santos, A. ve Bevilacqua, G. (2020). “Effect Of Practice Exergames On The Mood States and Self-Esteem Of Elementary School Boys And Girls During Physical Education Classes: A Cluster-Randomized Controlled Natural Experiment.” PLOS ONE. 15(6). doi.10.1371/journal.pone.0232392
  • Antrenman. (2020, 29 Ağu.). Güncel Türkçe Sözlük içinde https://sozluk.gov.tr/?kelime=antrenman adresinden erişilmiştir.
  • Bağrıyanık, M.F. (2018). Dijital Alanın Tipolojileri: Dijital Kültüre Dair Sosyolojik Bir Okuma. Yayınlanmamış Yüksek Lisans Tezi. Sosyoloji Anabilim Dalı. Konya: Selçuk Üniversitesi.
  • Baranowski, T., Maddison, R., Maloney, A., Medina Jr, E., ve Simons, M. (2014). “Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity,” Games for Health Journal 3(2). s.72-78.
  • Bateson, P. ve Martin, P. (2014) Oyun, Oyunbazlık, Yaratıcılık ve İnovasyon. (S. Kırgezen, Çev.). İstanbul: Ayrıntı Yayınları.
  • Bell, D. (2001). An Introduction to Cybercultures. Routledge, New York.
  • Birinci, Y., Haşıl Korkmaz, N. ve Öztürk, İ. (2020). “Can Exergames Use As an Educational Tool in Physical Education for Cognitive, Social, and Affective Domains?” International Journal of Scientific and Technological Research. Sayı.6. Special Issue of Educational Sciences. s.151-166. Doi: 10.7176/JSTR/6-06-11.
  • Bogost, I. (2007). “Persuasive Games: The Expressive Power of Videogames.” The MIT Press.
  • Caillois, R. (2001). Man, Play and Games. Chicago: University of Illinois Press.
  • Caspersen, C.J., Powell, K.E. ve Christenson, G.M. (1985). “Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research.” Public Health Reports. 100(2). s.126
  • Chamberlin, B., ve Maloney, A. (2013). “Active Video Games: Impacts and Research.” K. E. Dill (Ed.). The Oxford Handbook of Media Psychology. New York: Oxford University Press. s.316-333.
  • Chan, G., Arya, A., Orji, R. ve Zhao, Z. (2019). “Motivational Strategies And Approaches For Single And Multi-Player Exergames: A Social Perspective.” PeerJ Computer Science. Sayı.5. doi.10.7717/peerj-cs.230.
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Exergaming, Kısa Bir Literatür Özeti ve Türkçeleştirme Önerisi: Antroyun

Yıl 2020, Sayı: 2, 26 - 45, 15.12.2020

Öz

Bu çalışma, İngilizce literatürde ‘exergame’ olarak kavramsallaştırılan dijital oyun türü için “antroyun” Türkçe karşılığını önermenin yanında söz konusu oyun türünü farklı boyutlarıyla tanıtmayı ve yapılan çalışmaları özetlemeyi de hedeflemektedir. Bu bağlamda giriş bölümü oyunun kültürle, dijital oyunların toplumla ve bedenle ilişkisine özet bir yaklaşım sunmaktadır. Birinci bölümde sunulan kavramsal çerçeve, farklı çalışmalarda aynı kavramlar için kullanılan farklı terimleri tek potada eritme amacı gütmektedir. Böylece dijital oyun çalışmaları ya da ‘exergame’ türüne yönelik kavramlar bir yandan özetlenirken bir yandan da sadeleştirilmiştir. İkinci bölümde dijital oyunlar ile ‘exergame’ olarak adlandırılan türün tarihi kısaca ele alınmıştır. Üçüncü bölümde antroyunlar için bir sınıflandırma önerisi sunulmuştur. Dördüncü bölümde ise konuya ilişkin literatür özetlenmiştir. Sonuç bölümünde ise antroyunların özellikle ülkemize has durum ve imkânları kısaca değerlendirilmiştir.

Kaynakça

  • Adams, M.A., Marshall, S.J., Dillon, L., Caparosa, S., Ramirez, E., Phillips, J. vd. (2009). “A Theory-Based Framework For Evaluating Exergames As Persuasive Technology”. Proceedings of the 4th International Conference on Persuasive Technology.
  • Adcock,M., Sonder, F., Schättin, A., Gennaro, F., ve de Bruin E.D. (2020). “A Usability Study Of A Multicomponent Video Game-Based Training For Older Adults.” European Review of Aging and Physical Activity. 17(3). doi.org/10.1186/s11556-019-0233-2
  • Ainsworth, B.E., Haskell, W.L., Herrmann, S.D., Meckes, N., Bassett, D.R. Jr, Tudor-Locke, C. ve Leon, A.S. (2011). “2011 Compendium Of Physical Activities: A Second Update Of Codes And MET Values.” Medicine and Science in Sports and Exercise. 43(8). s.1575–1581. doi:10.1249/MSS.0b013e31821ece12
  • Alahäivälä, T., ve Oinas-Kukkonen, H. (2016). “Understanding Persuasion Contexts İn Health Gamification: A Systematic Analysis Of Gamified Health Behavior Change Support Systems Literature.” International Journal of Medical Informatics.
  • Alves, R., Iunes, D., Carvalho, J., Menezes, F., Silva, A., Borges, J. ve Carvalho, L. (2018). “Effects of Exergaming on Quality of Life in Cancer Patients.” Games for Health Journal. Sayı.7. s.385-392. doi.10.1089/g4h.2017.0174.
  • Anders, P., Bengtson, E. I., Grønvik, K.B., Skjæret-Maroni, N. ve Vereijken, B. (2020). “Balance Training in Older Adults Using Exergames: Game Speed and Cognitive Elements Affect How Seniors Play.” Frontiers in Sports and Active Living. Sayı. 2. doi: 10.3389/fspor.2020.00054
  • Andrade, A., Cruz, W.M., Knierim Correia, C., Santos, A. ve Bevilacqua, G. (2020). “Effect Of Practice Exergames On The Mood States and Self-Esteem Of Elementary School Boys And Girls During Physical Education Classes: A Cluster-Randomized Controlled Natural Experiment.” PLOS ONE. 15(6). doi.10.1371/journal.pone.0232392
  • Antrenman. (2020, 29 Ağu.). Güncel Türkçe Sözlük içinde https://sozluk.gov.tr/?kelime=antrenman adresinden erişilmiştir.
  • Bağrıyanık, M.F. (2018). Dijital Alanın Tipolojileri: Dijital Kültüre Dair Sosyolojik Bir Okuma. Yayınlanmamış Yüksek Lisans Tezi. Sosyoloji Anabilim Dalı. Konya: Selçuk Üniversitesi.
  • Baranowski, T., Maddison, R., Maloney, A., Medina Jr, E., ve Simons, M. (2014). “Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity,” Games for Health Journal 3(2). s.72-78.
  • Bateson, P. ve Martin, P. (2014) Oyun, Oyunbazlık, Yaratıcılık ve İnovasyon. (S. Kırgezen, Çev.). İstanbul: Ayrıntı Yayınları.
  • Bell, D. (2001). An Introduction to Cybercultures. Routledge, New York.
  • Birinci, Y., Haşıl Korkmaz, N. ve Öztürk, İ. (2020). “Can Exergames Use As an Educational Tool in Physical Education for Cognitive, Social, and Affective Domains?” International Journal of Scientific and Technological Research. Sayı.6. Special Issue of Educational Sciences. s.151-166. Doi: 10.7176/JSTR/6-06-11.
  • Bogost, I. (2007). “Persuasive Games: The Expressive Power of Videogames.” The MIT Press.
  • Caillois, R. (2001). Man, Play and Games. Chicago: University of Illinois Press.
  • Caspersen, C.J., Powell, K.E. ve Christenson, G.M. (1985). “Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research.” Public Health Reports. 100(2). s.126
  • Chamberlin, B., ve Maloney, A. (2013). “Active Video Games: Impacts and Research.” K. E. Dill (Ed.). The Oxford Handbook of Media Psychology. New York: Oxford University Press. s.316-333.
  • Chan, G., Arya, A., Orji, R. ve Zhao, Z. (2019). “Motivational Strategies And Approaches For Single And Multi-Player Exergames: A Social Perspective.” PeerJ Computer Science. Sayı.5. doi.10.7717/peerj-cs.230.
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  • de la Hera, T., Loos, E., Wilgenburg, W., Versteeg, M., Alencar, A., Simons, M., Lamoth, C. ve Finkenauer, C. (2018). “Using an Ice-skating Exergame to Foster Intercultural Interaction Between Refugees and Dutch Children.” Cogent Education. Sayı.5. doi.10.1080/2331186X.2018.1538587.
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  • Finkelstein, S.L., Nickel, A., Barnes, T. Ve Suma, E.A. (2010). "Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise," 2010 IEEE Virtual Reality Conference (VR). s.267-268. Waltham, MA. doi: 10.1109/VR.2010.5444770.
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  • Huizinga, J. (2013). Homo Ludens: Oyunun Toplumsal İşlevi Üzerine Bir Deneme. (M.A. Kılıçbay, Çev.). İstanbul: Ayrıntı Yayınları.
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  • Kline, S., Dyer-Witheford, N. ve Peuter, G. (2003). Digital Play: The Interaction Of Technology, Culture, And Marketing. McGill-Queen’s University Press, Montreal, Canada.
  • Kooiman, B. ve Sheehan, D. (2015). “Exergaming Theories: A Literature Review.” International Journal of Game-Based Learning. 5(4). s.1-14. DOI: 10.4018/IJGBL.2015100101
  • Kooiman, B. J. (2013). The Efficacy Of Remote Exergames In A Secondary Physical Education Curriculum. Yayınlanmamış Doktora Tezi. Trident University International, Cypress, California.
  • Krause, J.M. ve Benavidez, E.A. (2014). “Potential İnfluences Of Exergaming On Self-Efficacy For Physical Activity And Sport”. Journal of Physical Education, Recreation and Dance, 85(4), s.15-20.
  • Lanningham-Foster, L., Jensen, T.B., Foster, R.C., Redmond, A.B., Walker, B.A., Heinz, D. vd. (2006). “Energy Expenditure Of Sedentary Screen Time Compared With Active Screen Time For Children.” Pediatrics, 118(6), e1831.
  • Li, J., Theng, Y. L., ve Foo, S. (2016). “Effect of Exergames on Depression: A Systematic Review and Meta-Analysis.” Cyberpsychology, Behavior And Social Networking. 19(1). s.34-42. doi.10.1089/cyber.2015.0366
  • Lieberman, D.A., Chamberlin, B., Medina, E., Franklin, B.A., Sanner, B. ve Vafiadis, D.K. (2011). “The Power of Play: Innovations in Getting Active Summit 2011: A Science Panel Proceedings Report From the American Heart Association,” Circulation. 123(21), s.2507–2516.
  • Lin, H.T., Li, Y.I., Hu, W.P., Huang, C.C. ve Du, Y.C. (2019). “A Scoping Review of The Efficacy of Virtual Reality and Exergaming on Patients of Musculoskeletal System Disorder.” J Clin Med. 8(6). doi:10.3390/jcm8060791
  • Maddison, R., Mhurchu, C.N., Jull, A., Jiang, Y., Prapavessis, H. Ve Rodgers, A. (2007). “Energy Expended Playing Video Console Games: An Opportunity To İncrease Children's Physical Activity?” Pediatric Exercise Science. 19(3), s.334.
  • Maddison, R., Simons, M., Straker, L., Witherspoon, L., Palmeira, A. ve Thin, A.G. (2013). “Active Video Games: An Opportunity for Enhanced Learning and Positive Health Effects?” Cognitive Technology. 18(1), s.6–13.
  • Matthews, J., Win, K.T., Oinas-Kukkonen, H. ve Freeman, M. (2016). “Persuasive Technology In Mobile Applications Promoting Physical Activity: A Systematic Review.” Journal of Medical Systems. 40(3). s.1-13.
  • Molko, D. (2015). “Is virtual reality the future of fitness?” CNN. 17 Haz. 2020 tarihinde https://edition.cnn.com/2015/06/17/asia/virtual-reality-spin-class/ adresinden erişilmiştir. Morelli, T., Liebermann, ., Foley J. ve Folmer, E. (2014). “An Exergame to Improve Balance in Children who are Blind.” Proceedings of the 9th International Conference on the Foundations of Digital Games. Lauderdale, FL
  • Mueller, F., Edge, D., Vetere, F., Gibbs, M. R., Agamanolis, S., Bongers, B. ve Sheridan, J. G. (2011). “Designing Sports: A Framework for Exertion Games”. B. Begole ve W. Kellogg (Ed.). Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Vancouver, BC, s.2651–2660.
  • Mulligan, J. ve Patrovsky, B. (2003). Developing Online Games: An Insider’s Guide. New Riders Publishing, Indianapolis, USA.
  • Mustafaoğlu, R. (2018). “e-Spor, Spor ve Fiziksel Aktivite.” Ulusal Spor Bilimleri Dergisi. 2(2). s.84-96. doi. 10.30769/usbd.457545
  • Nam, S. ve Kim, J. (2018). “Dance Exergame System for Health using Wearable Devices.” IEEE Access. doi.10.1109/access.2018.2866944.
  • Nawaz, A., Waerstad, M., Omholt, K., Helbostad, J., Vereijken, B., Skjaeret-Maroni, N., Kristiansen, L. (2014). “Designing Simplified Exergame for Muscle and Balance Training in Seniors: A Concept of ´Out in Nature´.” Proceedings - REHAB 2014. doi.10.4108/icst.pervasivehealth.2014.255269.
  • Oh, Y. ve Yang, S. (2010) . “Defining Exergames & Exergaming.” Proceedings of the Meaningful Play, MSU Serious Games Program. October 21 - 23, 2010 East Lansing/Michigan, Michigan State University.
  • Oinas-Kukkonen, H. (2013). “A Foundation For The Study Of Behavior Change Support Systems.” Personal and Ubiquitous Computing, 17(6). s.1223-1235
  • Osorio, G., Moffat, D.C. ve Sykes, J. (2012). “Exergaming, Exercise, and Gaming: Sharing Motivations.” Games for Health Journal. 1(3). s.205–210.
  • Palaniappan, S. ve Duerstock, B. (2018). “Developing Rehabilitation Practices Using Virtual Reality Exergaming.” 2018 IEEE International Symposium on Signal Processing and Information Technology (ISSPIT). s.090-094. doi.10.1109/ISSPIT.2018.8642784.
  • Paliyawan, P. ve Thawonmas, R. (2016). “Towards Ergonomic Exergaming.” 5th Global Conference on Consumer Electronics. Las Vegas, ABD. doi:10.1109/GCCE.2016.7800429.
  • Rosenberg, D.E., Bull, F.C., Marshall, A.L., Sallis, J.F., ve Bauman, A.E. (2008). “Assessment of Sedentary Behavior With The International Physical Activity Questionnaire.” Journal of Physical Activity & Health, Sayı.5. s.30.
  • Sall, A., ve Grinter, R.E. (2007). “Let’s Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home.” Computer Supported Cooperative Work (CSCW). 16(1). s.199-229.
  • Sinclair, J., Hingston, P., ve Masek, M. (2007). “Considerations for the design of exergames.” Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia.
  • Soltani, P. Ve Salesi, M. (2013). “Research, Development, and Clinical Applications.” Games For Health Journal. 2(2). doi. 10.1089/g4h.2012.0077
  • Staiano, A.E., Abraham, A.A. ve Calvert, S.L. (2013). “Adolescent Exergame Play for Weight Loss and Psychosocial Improvement: A Controlled Physical Activity Intervention.” Obesity. Sayı.21. s. 598-601. doi:10.1038/oby.2012.143
  • Stojan R. ve Voelcker-Rehage C. (2019). “A Systematic Review on the Cognitive Benefits and Neurophysiological Correlates of Exergaming in Healthy Older Adults.” J. Clin. Med. 2019, 8(5). s.734. doi:10.3390/jcm8050734
  • Taşkın, G. (2018). Sanal Gerçeklik Uygulamasının Diz Osteoartritli Yaşlılarda Fiziksel Fonksiyonlar, Denge Ve Ağrı Üzerindeki Etkilerinin İncelenmesi. Yayınlanmamış Doktora Tezi. Ankara Üniversitesi. Sağlık Bilimleri Enstitüsü. Ankara.
  • Tuomas Kari, T. (2017). Exergaming Usage: Hedonic and Utilitarian Aspects. Jyväskylä: Jyväskylä University Printing House.
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  • Villafaina, S., Collado-Mateo, D., Domínguez-Muñoz, F.J., Gusi, N. ve Fuentes-Garcia, J.P. (2020). “Effects Of Exergames On Heart Rate Variability Of Women With Fibromyalgia: A Randomized Controlled Trial.” Scientific Reports. 10(1). doi.org/10.1038/s41598-020-61617-8
  • World Health Organization (WHO). (2010). Global Recommendations on Physical Activity for Health (Report). Geneva: WHO Press.
  • Wu, Yu-Tai., Wu, Yu-Feng ve Ye, Jian-Hong. (2020). “Adults with Parkinson’s Disease Undergoes Exergaming Training to Improve Balance: A Systematic Review.” International Journal of Information and Education Technology. 10(2). doi: 10.18178/ijiet.2020.10.2.1354
  • Wylie, C.G., ve Coulton, P. (2008). “Mobile Exergaming.” Proceedings of the 2008 International Conference in Advances on Computer Entertainment Technology.
  • Yang, S., Treece, J., Miklas, C. ve Graham, G. (2009). “Physical activity, sedentary, and exergaming time in a PEP school”. The Annual American Alliance for Health, Physical Education Recreation and Dance National Convention & Esposition. 31 Mart – 4 Nisan. Tempa, FL.
  • Zabet. F-D. (2012). Playing Together and Ritualisation In Online Games. Doktora Tezi. School Of Anthropology And Conservatıon, Kent: Kent Üniversiesi.
  • Zhang H., Miao C., Wu Q., Tao X. ve Shen Z. (2019). “The Effect of Familiarity on Older Adults’ Engagement in Exergames.” J. Zhou ve G. Salvendy (Ed.). Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments. doi.10.1007/978-3-030-22015-0_22
  • Zheng, H., Li, J., Salmon, C.T. ve Theng, Yin-L. (2020). “The effects of exergames on emotional well-being of older adults.” Computers in Human Behavior. Sayı.110. doi.10.1016/j.chb.2020.106383.
Toplam 83 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Araştırma Makaleleri
Yazarlar

Sait Gülsoy 0000-0001-9613-0528

Yayımlanma Tarihi 15 Aralık 2020
Gönderilme Tarihi 2 Eylül 2020
Yayımlandığı Sayı Yıl 2020 Sayı: 2

Kaynak Göster

APA Gülsoy, S. (2020). Exergaming, Kısa Bir Literatür Özeti ve Türkçeleştirme Önerisi: Antroyun. Akademik Düşünce Dergisi(2), 26-45.