BibTex RIS Kaynak Göster

Dijital Oyunların Çocuk ve Ergenler Üzerindeki Etkileri: Literatür İnceleme

Yıl 2018, Cilt: 6 Sayı: 16, 71 - 94, 01.01.2018

Öz

Çalışma, dijital oyunların çocuk ve ergenlere etkileri ile ilgili güncel literatürü sistematik incelemek amacıyla yapılmıştır. 2010-2018 yılı arası dört veri tabanı “computer/video/digital game/oyun” ve “effect/etki” anahtar kelimeleri ile taranmıştır. Çalışmaya dahil edilme kriterlerine uygun 51 makale değerlendirilmiştir. Değerlendirilen çalışmaların çoğunda işbirlikçi/rekabetçi n=2 ve eğitsel n=15 oyunların; yeni bilgi kazanma, okuma yazma becerisi, sorgulama temelli öğrenme, öğrenme motivasyonu, teknoloji kabulü, problem çözme, ders başarısı, sağlıklı beslenme, sınıf içi etkileşime olumlu etkisi olmuştur. Hareket algılayıcı oyunlar n=8 ; antropometrik ölçümler, vücut yağ oranı, fiziksel aktivite, akademik başarı, yaşam kalitesi, nesne kontrol becerisi, enerji tüketimine olumlu etkilidir. Nitekim, şiddet içerikli n=8 ya da özellik belirtilmeyen oyunların n=17 ; kontrolsüz kullanılması saldırganlık, anksiyete, depresyon, heyecan arayışı, kural tanımaz davranışlar, sosyal problemler, okula silah taşıma, dışlanma, tuzlu atıştırmalık tüketimi, hareket hastalığı, bel ağrısı, psikolojk uyumsuzluk, üzüntü, intihar düşüncesi, yaratıcılık, dikkat sorunları, okul faaliyetlerinin yerini okul dışı faaliyetlerin alması, kilo, uyku kalitesi-süresi, sürdürülebilir dikkat, okuma yazma becerileri üzerine olumsuz etkilerinin olduğu gösterilmiştir. Çevrim-içi sosyal video oyunlarının n=1 ise sosyal çevre büyüklüğü ve kalitesi üzerinde olumsuz etkisi bulunmuştur. Eğitsel, hareket tabanlı, işbirlikçirekabetçi oyun türlerinin eğitim-öğretimde, davranış kazandırma ve sürdürme programlarında kullanımının arttırılması ve desteklenmesi, diğer oyun türlerinin ise başta erkekler olmak üzere gençlerde kontrollü ve bilinçli kullanımının sağlanması önerilmektedir

Kaynakça

  • • Aghlara, L., Tamjid, N. H. (2011). The Effect of Digital Games on Iranian Children’s Vocabulary Retention in Foreign Language Acquisition. Procedia-Social and Behavioral Sciences, 29, 55-60.
  • • Agina, A. M., Tennyson, R. D. (2012). Towards Understanding the Positive Effect of Playing Violent Video Games on Children’s Development Procedia. Social and Behavioral Sciences, 69,780-789.
  • • Allahverdipour, H., Bazargan, M., Farhadinasab, A., Moeini B. (2010). Correlates of Video Games Playing among Adolescents in an İslamic Country. BMC Public Health, 10, 1-7.
  • • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E.L., Bushman, B. J., Sakamoto, A., ....Saleem, M. (2010). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin, 136, 151-173.
  • • Arbogast, H., Burke, R. V., Muller, V., Ruiz, P., Knudson, M. M., Upperman, J. S. (2014). Randomized Controlled Trial to Evaluate the Effectiveness of a Video Game as a Child Pedestrian Educational Tool. Journal of Trauma and Acute Care Surgery, 76, 1317–21.
  • • Azevedo, L. B., Watson, D. B., Haighton, C., Adams, J. (2014). The Effect of Dance Mat Exergaming Systems on Physical Activity and Health-Related Outcomes in Secondary Schools: Results From a Natural Experiment. BMC Public Health, 14, 951-964.
  • • Bakker, M., Van den Heuvel-Panhuizen. M., Robitzsch. A. (2015). Effects of Playing Mathematics Computer Games on Primary School Students’ Multiplicative Reasoning Ability. Contemporary Educational Psychology, 40, 55–71.
  • • Baranowski, T., Abdelsamad, D., Baranowski, J., O’Connor, T. M., Thompson, D., Barnett, A., Cerin, E., Chen T. (2012). Impact of an Active Video Game on Healthy Children’s Physical Activity. Pediatrics, 129, e636-e642.
  • • Baranowski, T., Baranowski, J., Thompson, D., Buday, R., Jago, R., Griffith, J.,…..Watson, K. B. (2011), Video Game Play, Child Diet, and Physical Activity Behavior Change a Randomized Clinical Trial. American Journal of Preventive Medicine, 40, 33-38.
  • • Bijvank, M. N., Konijn, E. A., Bushman, B. J. (2012). We Don’t Need No Education: Video Game Preferences, Video Game Motivations, and Aggressiveness Among Adolescent Boys of Different Educational Ability Levels. Journal of Adolescence, 35, 1.
  • • Bikic, A., Christensen, T. Q., Leckman, J. F., Bilenberg, N., Dalsgaard, S. (2017). A Double-Blind Randomized Pilot Trial Comparing Computerized Cognitive Exercises to Tetris in Adolescents with Attention-Deficit/Hyperactivity Disorder. Nordic Journal of Psychiatry, 71 (6), 455-464.
  • • Borgogna, N., Lockhart, G., Grenard, J. L., Barrett, T., Shiffman, S., Reynolds, K. D. (2014). Ecological Momentary Assessment of Urban Adolescents’ Technology Use and Cravings for Unhealthy Snacks and Drinks: Differences by Ethnicity and Sex. Journal of the Academy of Nutrition and Dietetics, 115(5), 759-66.
  • • Brom, C., Preuss, M., Klement, D. (2011). Are Educational Computer Micro-Games Engaging and Effective for Knowledge Acquisition at High-Schools? A Quasi-Experimental Study. Computers & Education, 57, 1971-1988.
  • • Chang, C. H., Pan, W. W., Tseng, L. Y., Stoffregen, T. A. (2012). Postural Activity and Motion Sickness During Video Game Play in Children and Adults. Experimental Brain Research, 217, 299-309.
  • • Chaput, J. P. Tremblay, A., Pereira, B., Boirie, Y., Duclos, M., Thivel, D. (2016). Food İntake Response To Exercise and Active Video Gaming in Adolescents: Effect of Weight Status. British Journal of Nutrition, 115, 547–553
  • • Chaput, J. P., Visby, T., Nyby, S., Klingenberg, L., Gregersen, N. T., Tremblay, A. Astrup, A., Sjödin, A. (2011). Video Game Playing Increases Food İntake in Adolescents: A Randomized Crossover Study. The American Journal of Clinical Nutrition, 93, 1196-1203.
  • • Chou, C., Tsai, M. J. (2007). Gender Differences in Taiwan High School Students’ Computer Game Playing. Computers in Human Behavior, 23, 812-824.
  • • Connolly, T. M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J. M. A. (2012) Systematic Literature Review of Empirical Evidence on Computer Games And Serious Games. Computers & Education, 59, 661–686.
  • • Corbett, A. T., Koedinger, K. R., Hadley, W. (2001). Cognitive Tutors: From the Research Classroom to All Classrooms. P.S. Goodman (Ed.). İçinde. Technology Enhanced Learning, Mahwah, NJ: Lawrence Erlbaum.
  • • Creighton, S., Szymkowiak, A. (2014). The Effects of Cooperative and Competitive Games on Classroom Interaction Frequencies. Procedia - Social and Behavioral Sciences, 140, 155-163.
  • • Deyreh, E. (2011). Psychological Pathology of Computer and Video Games among Elementary Students. Procedia Social and Behavioral Sciences, 15, 3095-3097.
  • • Drummond, A., Sauer, J. D. (2014). Video-Games do not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading. PLoS ONE, 9, e87943.
  • • Entertainment Software Association, (2017). Essential Facts about Computer and Video Game İndustry 2017. Washington D.C, USA: Entertainment Software Association. Retrieved from: http://www.theesa. com/article/2017-essential-facts-computer-video-game-industry/
  • • Ferguson, C. J. (2011). The İnfluence of Television and Video Game Use on Attention and School Problems: A Multivariate Analysis With Other Risk Factors Controlled. The British Journal of Psychiatry, 45, 808–813.
  • • Ferguson, C. J., Garza, A., Jerabeck, J., Ramos, R., Galindo, M. (2013). Not Worth the Fuss After All? Cross-Sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth. Journal of Youth and Adolescence, 42,109-22.
  • • Ferguson, C. J., San Miguel, C., Garza, A., Jerabeck, J. M. (2012). A Longitudinal Test of Video Game Violence İnfluences on Dating and Aggression: A 3-Year Longitudinal Study of Adolescents. Journal of Psychiatric Research, 46, 141-146.
  • • Foley, L., Jiang, Y., Ni Mhurchu, C., Jull, A., Prapavessis, H., Rodgers, A., Maddison, R. (2014). The Effect of Active Video Games by Ethnicity, Sex and Fitness: Subgroup Analysis from a Randomised Controlled Trial. International Journal of Behavioral Nutrition and Physical Activity, 11, 46.
  • • Gabbiadini, A., Riva, P. (2018). The Lone Gamer: Social Exclusion Predicts Violent Video Game Preferences and Fuels Aggressive İnclinations in Adolescent Players. Aggressive Behavior, 44, 113–124
  • • Gao, Z., Hannan, P., Xiang, P., Stodden, D. F., Valdez, V. E. (2012). Video Game-Based Exercise, Latino Children’s Physical Health, and Academic Achievement. American Journal of Preventive Medicine, 44, S240-S246.
  • • Gentile, D. A., Gentile, J. R. (2008). Video Games as Exemplary Teachers: A Conceptual Analysis. Journal of Youth and Adolescence, 37, 127-141.
  • • Gentile, D. A., Lynch, P. J., Linder, J. R., Walsh, D. A. (2004). The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors and School Performance. Journal of Adolescence, 27, 5-22.
  • • Gholamitooranposhti, M., Sabzaliani, H., Aghaei, M. (2012). A New Attitude to Computer Games. Procedia - Social and Behavioral Sciences, 69, 1302- 1308.
  • • Green, C. S., Bavelier, D. (2003). Action Video Game Modifies Visual Selective Attention. Nature, 423, 534–537.
  • • Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., Holmstrom, A. (2010). Orientations to Video Games among Gender and Age Groups. Simulation & Gaming, 41, 238-259.
  • • Griffiths, M. D., Davies, M. N. O., Chappell, D. (2004). Online Computer Gaming: A Comparison of Adolescent and Adult Gamers. Journal of Adolescence, 27, 87–96.
  • • Griffiths, M. D., Meredith, A. (2009). Videogame Addiction and its Treatment. Journal of Contemporary Psychotherapy, 39, 247–253.
  • • Griffiths, M., Wood, R. (2000). Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet. Journal of Gambling Studies, 16, 199-225.
  • • Gunter, W. D., Daly, K. (2012). Causal or Spurious: Using Propensity Score Matching to Detangle the Relationship Between Violent Video Games and Violent Behavior. Computers in Human Behavior, 28, 1348-1355.
  • • Gwo-Jen, H., Li-Yu, C., Chih-Hung, C. (2015). A Contextual Game-Based Learning Approach to İmproving Students’ İnquiry-Based Learning Performance in Social Studies Courses. Computers & Education, 81, 13-25.
  • • Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S.M., Hoffman, D., Bormley, M.,……. Kornak, Y. (2014), Moved to Learn: The Effects of İnteractivity in a Kinect-Based Literacy Game for Beginning Readers. Computers & Education, 74, 37–49.
  • • Hwang, G. J., Chiu, L. Y., Chen, C. H. (2015). A Contextual Game-Based Learning Approach to İmproving Students’ İnquiry-Based Learning Performance in Social Studies Courses. Computers & Education, 81, 13-25.
  • • Inoue, S., Yorifuji, T., Kato, T., Sanada, S., Doi, H., Kawachi, I. (2016.) Children’s Media Use and Self- Regulation Behavior: Longitudinal Associations in a Nationwide Japanese Study. Journal of Matern Child Health, 20, 2084–2099.
  • • Karaca, M. (2007). İnternet Gençliği: Yeni Bir Gençlik Tiplemesi Denemesi. E-Journal Of New World Sciences Academy, 4, 426.
  • • Kebritchi, M., Hirumi, A., Bai, H. (2010). The Effects of Modern Mathematics Computer Games on Mathematics Achievement and Class Motivation. Computers & Education, 55, 427-443.
  • • Ko, C., Yen, J., Chen, C., Chen, S. H., Yen, C. F. (2005). Gender Differences and Related Factors Affecting Online Gaming Addiction Among Taiwanese Adolescents. The Journal of Nervous and Mental Disease, 193, 273-277.
  • • Kowert R, Domahidi E, Festl R, Quandt T. (2014) Social Gaming, Lonely Life? The İmpact of Digital Game Play on Adolescents’ Social Circles. Computers in Human Behavior, 36, 385-390.
  • • Lemmens, J. S., Valkenburg, P. M., Peter, J. (2011). The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth and Adolescence, 40, 38-47.
  • • Lo, S., Wang, C., Fang, W. (2005). Physical İnterpersonal Relationships and Social Anxiety Among Online Game Players. CyberPsychology & Behavior, 8, 15-20.
  • • Maddison, R., Mhurchu, C. N., Jull, A., Prapavessis, H., Foley, L. S., Jiang, Y. (2012). Active Video Games: the Mediating Effect of Aerobic Fitness on Body Composition. International Journal of Behavioral Nutrition and Physical Activity, 9, 54.
  • • Mehroof , M., Griffiths, M. D. (2010). Online Gaming Addiction: The Role of Sensation Seeking, Self- Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety. Cyberpsychology & Behavior, 13, 313–316.
  • • Messias, E., Castro, J., Saini, A., Usman, M., Peeples, D. (2011). Sadness, Suicide, and Their Association with Video Game and İnternet Overuse among Teens: Results from The Youth Risk Behavior Survey 2007 and 2009. Suicide and Life-Threatening Behavior, 41, 307–315.
  • • Mo-Suwan, L., Nontarak, J., Aekplakorn, W., Satheannoppakao, W. (2014). Computer Game Use and Television Viewing Increased Risk for Overweight among Low Activity Girls: Fourth Thai National Health Examination Survey 2008-2009. International Journal of Pediatrics, Article ID:364702: 1-6.
  • • Ögel, K. (2012). İnternet Bağımlılığı, İnternetin Psikolojisini Anlamak ve Bağımlılıkla Başa Çıkmak. Türkiye İş Bankası Kültür Yayınları, s.47-60.
  • • Parkes, A., Sweeting, H., Wight, D., Henderson, M. (2013). Do Television and Electronic Games Predict Children’s Psychosocial Adjustment? Longitudinal Research Using the UK Millennium Cohort Study. Archives of Disease in Childhood, 98, 341-348.
  • • Prot, S., Anderson, C. A., Gentile, D. A., Brown, S. C., Swing, E. L. (2014). The Positive and Negative Effects of Video Game Play. Children and Media. A. Jordan, D. Romer (Eds) New York. Oxford University Pres, s.109-128.
  • • Quaiser-Pohl, C., Geiser, C., Lehmann, W. (2006). The Relationship Between Computer-Game Preference, Gender and Mental-Rotation Ability. Personality and Individual Differences, 40, 609-619.
  • • Rastegarpour, H., Marashi, P. (2012). The Effect of Card Games and Computer Games on Learning of Chemistry Concepts. Procedia - Social and Behavioral, 31, 597-601.
  • • Rideout, V. J., Foehr, U. G., Roberts, D. F. (2010). Generation M2: Media in the Lives of 8- to 18- Year Olds. Kaiser Family Foundation. Retrieved from: http://www.kff.org/entmedia/entmedia012010nr.com
  • • Roe, K., Muijs, D. (1998). Children and Computer Games: A Profile of The Heavy User. European Journal of Communication, 13, 181-200.
  • • Schmit, S., Chauchard, E., Chabrol, H., Sejourne, N. (2011). Assessment of Social Characteristics, Coping Strategies, Self-Esteem and Depressive Symptoms in Relation Withonline Video Game Addiction among Adolescents and Young Adults. L’Encéphale, 37, 217–223.
  • • Shokouhi-Moqhaddam, S., Khezri-Moghadam, N., Javanmard, Z., Sarmadi-Ansar, H., Aminaee, M., Shokouhi-Moqhaddam, M. Zivari-Rahman, M. (2013). A Study of the Correlation Between Computer Games and Adolescent Behavioral Problems. Addict Health, 5, 43-50.
  • • Sun, H. (2013). Impact of Exergames on Physical Activity and Motivation in Elementary School Students: A Follow-Up Study. Journal of Sport and Health Science, 2, 138–45.
  • • Sung, H. Y., Hwang, G. J., Lin, C. J., Hong, T.W. (2017). Experiencing the Analects of Confucius: An Experiential Game-Based Learning Approach to Promoting Students’ Motivation and Conception of Learning. Computers & Education, 110, 143-153.
  • • Suziedelyte, A. (2015). Media and Human Capital Development: Can Video Game Playing Make You Smarter?. Economic Inquiry, 53, 1140-1155.
  • • Swing, E. L., Gentile, D. A., Anderson, C. A., Walsh, D. A. (2010). Television and Video Game Exposure and The Development of Attention Problems. Pediatrics, 126, 214-221.
  • • Thompson, D., Bhatt, R., Vazquez, I., Cullen, K. W., Baranowski, J., Baranowski, T., Liu, Y. (2015). Creating Action Plans in a Serious Video Game İncreases and Maintains Child Fruit-Vegetable İntake: A Randomized Controlled Trial International. Journal of Behavioral Nutrition and Physical Activity, 12, 39.
  • • Türkiye İstatistik Kurumu, (TÜİK 2018). Hanehalkı Bilişim Teknolojileri Kullanımı Araştırması. Erişim adresi: http://www.tuik.gov.tr/PreTablo.do?alt_id=1028.
  • • Vernadakis, N., Papastergiou, M., Zetou, E., Antoniou, P. (2015). The Impact of an Exergame-Based Intervention on Children’s Fundamental Motor Skills. Computers & Education, 83, 90-102.
  • • Weaver, E., Gradisar, M., Dohnt, H., Lovato, N., Douglas, P. (2010). The Effect of Presleep Video-Game Playing on Adolescent Sleep. Journal of Clinical Sleep Medicine. 6, 184-189.
  • • Weis, R., Cerankosky, B. C. (2010). Effects of Video-Game Ownership on Young Boys’ Academic and Behavioral Functioning: A Randomized, Controlled Study. Psychological Science, 21, 463–470.
  • • Williams, O., Hecht, M. F., DeSorbo, A. L., Huq, S., Noble, J. M. (2014). Effect of a Novel Video Game on Stroke Knowledge of 9- To 10-Year-Old, Low-İncome Children. Stroke, 45, 889-92.
  • • Wolfe, J., Afrin, K., Perry, A., Reynolds, C., Gradisar, M., Short, M. (2014). Single Night Video-Game Use Leads to Sleep Loss and Attention Deficits in Older Adolescents. Journal of Adolescence, 37,1003-1009.
  • • Yabe, Y., Hagiwara1, Y., Sekiguchi, T., Momma, H., Tsuchiya, M., Kuroki, K., ….Nagatomi, R. (2018). Late Bedtimes, Short Sleeping Time, and Longtime Video-Game Playing Are Associated with Low Back Pain in School-Aged Athletes. European Spine Journal, 27, 1112–1118.
  • • Yang, Y. T. C. (2012). Building Virtual Cities, İnspiring İntelligent Citizens: Digital Games for Developing Students’ Problem Solving and Learning Motivation. Computers & Education, 59, 365-377.
  • • Ybarra, M. L., Huesmann, L. R., Korechmaros, J. D., Reisner, S. L. (2014). Cross-Sectional Associations Between Violent Video and Computer Game Playing and Weapon Carrying in a National Cohort of Children. Aggressive Behavior, 40, 345–358.
  • • Yu, Z., Yu, W. H., Fan, X., Wang, X. (2014). An Exploration of Computer Game-Based İnstruction in The “World History” Class in Secondary Education: A Comparative Study in China. PLoS One, 9, e96865.
Yıl 2018, Cilt: 6 Sayı: 16, 71 - 94, 01.01.2018

Öz

This study was conducted with the purpose of systematical investigation of the current literature about the effects of digital games on children and adolescents. Four databases between the years of 2010-2018 has been scanned with the keywords of “computer/video/digital game/oyun” and the “effect/etki”. 51 articles which are matching the criteria of the study were evaluated. Most of the studies which were evaluated showed that collaborative/competitive n = 2 and educational n = 15 games have positive effects on new knowledge acquisition, the ability to read and write, inquiry based learning, learning motivation, technology adoption, problem solving, course success, healthy eating and classroom interaction. Motion sensor games n = 8 have a positive effect on anthropometric measurements, body fat ratio, physical activity, academic achievement, quality of life, the ability to control objects and energy consumption. On the other hand, it was shown that uncontrolled use of violent n = 8 or not specified type games n = 17 had negative effects on aggression, anxiety, depression, seeking excitement, violator behaviors, social problems, carrying a gun to school, social exclusion, habit of consuming salty snacks, movement disorder, low back pain, psychological disharmony, sadness, suicidal thoughts, creativity, attention problems, replacing school activities with out-of-school activities, weight, sleep quality and , sustainable attention, reading and writing skills. It is found that online social video games n = 1 have a negative effect on the size and quality of social circle. It is recommended that the use of educational, movementbased and collaborative-competitive game types should be encouraged and increased in education, behavior shaping and sustaining programs, while playing other game types are recommended to be controlled and should be played consciously by adolescents and especially by males

Kaynakça

  • • Aghlara, L., Tamjid, N. H. (2011). The Effect of Digital Games on Iranian Children’s Vocabulary Retention in Foreign Language Acquisition. Procedia-Social and Behavioral Sciences, 29, 55-60.
  • • Agina, A. M., Tennyson, R. D. (2012). Towards Understanding the Positive Effect of Playing Violent Video Games on Children’s Development Procedia. Social and Behavioral Sciences, 69,780-789.
  • • Allahverdipour, H., Bazargan, M., Farhadinasab, A., Moeini B. (2010). Correlates of Video Games Playing among Adolescents in an İslamic Country. BMC Public Health, 10, 1-7.
  • • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E.L., Bushman, B. J., Sakamoto, A., ....Saleem, M. (2010). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin, 136, 151-173.
  • • Arbogast, H., Burke, R. V., Muller, V., Ruiz, P., Knudson, M. M., Upperman, J. S. (2014). Randomized Controlled Trial to Evaluate the Effectiveness of a Video Game as a Child Pedestrian Educational Tool. Journal of Trauma and Acute Care Surgery, 76, 1317–21.
  • • Azevedo, L. B., Watson, D. B., Haighton, C., Adams, J. (2014). The Effect of Dance Mat Exergaming Systems on Physical Activity and Health-Related Outcomes in Secondary Schools: Results From a Natural Experiment. BMC Public Health, 14, 951-964.
  • • Bakker, M., Van den Heuvel-Panhuizen. M., Robitzsch. A. (2015). Effects of Playing Mathematics Computer Games on Primary School Students’ Multiplicative Reasoning Ability. Contemporary Educational Psychology, 40, 55–71.
  • • Baranowski, T., Abdelsamad, D., Baranowski, J., O’Connor, T. M., Thompson, D., Barnett, A., Cerin, E., Chen T. (2012). Impact of an Active Video Game on Healthy Children’s Physical Activity. Pediatrics, 129, e636-e642.
  • • Baranowski, T., Baranowski, J., Thompson, D., Buday, R., Jago, R., Griffith, J.,…..Watson, K. B. (2011), Video Game Play, Child Diet, and Physical Activity Behavior Change a Randomized Clinical Trial. American Journal of Preventive Medicine, 40, 33-38.
  • • Bijvank, M. N., Konijn, E. A., Bushman, B. J. (2012). We Don’t Need No Education: Video Game Preferences, Video Game Motivations, and Aggressiveness Among Adolescent Boys of Different Educational Ability Levels. Journal of Adolescence, 35, 1.
  • • Bikic, A., Christensen, T. Q., Leckman, J. F., Bilenberg, N., Dalsgaard, S. (2017). A Double-Blind Randomized Pilot Trial Comparing Computerized Cognitive Exercises to Tetris in Adolescents with Attention-Deficit/Hyperactivity Disorder. Nordic Journal of Psychiatry, 71 (6), 455-464.
  • • Borgogna, N., Lockhart, G., Grenard, J. L., Barrett, T., Shiffman, S., Reynolds, K. D. (2014). Ecological Momentary Assessment of Urban Adolescents’ Technology Use and Cravings for Unhealthy Snacks and Drinks: Differences by Ethnicity and Sex. Journal of the Academy of Nutrition and Dietetics, 115(5), 759-66.
  • • Brom, C., Preuss, M., Klement, D. (2011). Are Educational Computer Micro-Games Engaging and Effective for Knowledge Acquisition at High-Schools? A Quasi-Experimental Study. Computers & Education, 57, 1971-1988.
  • • Chang, C. H., Pan, W. W., Tseng, L. Y., Stoffregen, T. A. (2012). Postural Activity and Motion Sickness During Video Game Play in Children and Adults. Experimental Brain Research, 217, 299-309.
  • • Chaput, J. P. Tremblay, A., Pereira, B., Boirie, Y., Duclos, M., Thivel, D. (2016). Food İntake Response To Exercise and Active Video Gaming in Adolescents: Effect of Weight Status. British Journal of Nutrition, 115, 547–553
  • • Chaput, J. P., Visby, T., Nyby, S., Klingenberg, L., Gregersen, N. T., Tremblay, A. Astrup, A., Sjödin, A. (2011). Video Game Playing Increases Food İntake in Adolescents: A Randomized Crossover Study. The American Journal of Clinical Nutrition, 93, 1196-1203.
  • • Chou, C., Tsai, M. J. (2007). Gender Differences in Taiwan High School Students’ Computer Game Playing. Computers in Human Behavior, 23, 812-824.
  • • Connolly, T. M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J. M. A. (2012) Systematic Literature Review of Empirical Evidence on Computer Games And Serious Games. Computers & Education, 59, 661–686.
  • • Corbett, A. T., Koedinger, K. R., Hadley, W. (2001). Cognitive Tutors: From the Research Classroom to All Classrooms. P.S. Goodman (Ed.). İçinde. Technology Enhanced Learning, Mahwah, NJ: Lawrence Erlbaum.
  • • Creighton, S., Szymkowiak, A. (2014). The Effects of Cooperative and Competitive Games on Classroom Interaction Frequencies. Procedia - Social and Behavioral Sciences, 140, 155-163.
  • • Deyreh, E. (2011). Psychological Pathology of Computer and Video Games among Elementary Students. Procedia Social and Behavioral Sciences, 15, 3095-3097.
  • • Drummond, A., Sauer, J. D. (2014). Video-Games do not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading. PLoS ONE, 9, e87943.
  • • Entertainment Software Association, (2017). Essential Facts about Computer and Video Game İndustry 2017. Washington D.C, USA: Entertainment Software Association. Retrieved from: http://www.theesa. com/article/2017-essential-facts-computer-video-game-industry/
  • • Ferguson, C. J. (2011). The İnfluence of Television and Video Game Use on Attention and School Problems: A Multivariate Analysis With Other Risk Factors Controlled. The British Journal of Psychiatry, 45, 808–813.
  • • Ferguson, C. J., Garza, A., Jerabeck, J., Ramos, R., Galindo, M. (2013). Not Worth the Fuss After All? Cross-Sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth. Journal of Youth and Adolescence, 42,109-22.
  • • Ferguson, C. J., San Miguel, C., Garza, A., Jerabeck, J. M. (2012). A Longitudinal Test of Video Game Violence İnfluences on Dating and Aggression: A 3-Year Longitudinal Study of Adolescents. Journal of Psychiatric Research, 46, 141-146.
  • • Foley, L., Jiang, Y., Ni Mhurchu, C., Jull, A., Prapavessis, H., Rodgers, A., Maddison, R. (2014). The Effect of Active Video Games by Ethnicity, Sex and Fitness: Subgroup Analysis from a Randomised Controlled Trial. International Journal of Behavioral Nutrition and Physical Activity, 11, 46.
  • • Gabbiadini, A., Riva, P. (2018). The Lone Gamer: Social Exclusion Predicts Violent Video Game Preferences and Fuels Aggressive İnclinations in Adolescent Players. Aggressive Behavior, 44, 113–124
  • • Gao, Z., Hannan, P., Xiang, P., Stodden, D. F., Valdez, V. E. (2012). Video Game-Based Exercise, Latino Children’s Physical Health, and Academic Achievement. American Journal of Preventive Medicine, 44, S240-S246.
  • • Gentile, D. A., Gentile, J. R. (2008). Video Games as Exemplary Teachers: A Conceptual Analysis. Journal of Youth and Adolescence, 37, 127-141.
  • • Gentile, D. A., Lynch, P. J., Linder, J. R., Walsh, D. A. (2004). The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors and School Performance. Journal of Adolescence, 27, 5-22.
  • • Gholamitooranposhti, M., Sabzaliani, H., Aghaei, M. (2012). A New Attitude to Computer Games. Procedia - Social and Behavioral Sciences, 69, 1302- 1308.
  • • Green, C. S., Bavelier, D. (2003). Action Video Game Modifies Visual Selective Attention. Nature, 423, 534–537.
  • • Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., Holmstrom, A. (2010). Orientations to Video Games among Gender and Age Groups. Simulation & Gaming, 41, 238-259.
  • • Griffiths, M. D., Davies, M. N. O., Chappell, D. (2004). Online Computer Gaming: A Comparison of Adolescent and Adult Gamers. Journal of Adolescence, 27, 87–96.
  • • Griffiths, M. D., Meredith, A. (2009). Videogame Addiction and its Treatment. Journal of Contemporary Psychotherapy, 39, 247–253.
  • • Griffiths, M., Wood, R. (2000). Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet. Journal of Gambling Studies, 16, 199-225.
  • • Gunter, W. D., Daly, K. (2012). Causal or Spurious: Using Propensity Score Matching to Detangle the Relationship Between Violent Video Games and Violent Behavior. Computers in Human Behavior, 28, 1348-1355.
  • • Gwo-Jen, H., Li-Yu, C., Chih-Hung, C. (2015). A Contextual Game-Based Learning Approach to İmproving Students’ İnquiry-Based Learning Performance in Social Studies Courses. Computers & Education, 81, 13-25.
  • • Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S.M., Hoffman, D., Bormley, M.,……. Kornak, Y. (2014), Moved to Learn: The Effects of İnteractivity in a Kinect-Based Literacy Game for Beginning Readers. Computers & Education, 74, 37–49.
  • • Hwang, G. J., Chiu, L. Y., Chen, C. H. (2015). A Contextual Game-Based Learning Approach to İmproving Students’ İnquiry-Based Learning Performance in Social Studies Courses. Computers & Education, 81, 13-25.
  • • Inoue, S., Yorifuji, T., Kato, T., Sanada, S., Doi, H., Kawachi, I. (2016.) Children’s Media Use and Self- Regulation Behavior: Longitudinal Associations in a Nationwide Japanese Study. Journal of Matern Child Health, 20, 2084–2099.
  • • Karaca, M. (2007). İnternet Gençliği: Yeni Bir Gençlik Tiplemesi Denemesi. E-Journal Of New World Sciences Academy, 4, 426.
  • • Kebritchi, M., Hirumi, A., Bai, H. (2010). The Effects of Modern Mathematics Computer Games on Mathematics Achievement and Class Motivation. Computers & Education, 55, 427-443.
  • • Ko, C., Yen, J., Chen, C., Chen, S. H., Yen, C. F. (2005). Gender Differences and Related Factors Affecting Online Gaming Addiction Among Taiwanese Adolescents. The Journal of Nervous and Mental Disease, 193, 273-277.
  • • Kowert R, Domahidi E, Festl R, Quandt T. (2014) Social Gaming, Lonely Life? The İmpact of Digital Game Play on Adolescents’ Social Circles. Computers in Human Behavior, 36, 385-390.
  • • Lemmens, J. S., Valkenburg, P. M., Peter, J. (2011). The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth and Adolescence, 40, 38-47.
  • • Lo, S., Wang, C., Fang, W. (2005). Physical İnterpersonal Relationships and Social Anxiety Among Online Game Players. CyberPsychology & Behavior, 8, 15-20.
  • • Maddison, R., Mhurchu, C. N., Jull, A., Prapavessis, H., Foley, L. S., Jiang, Y. (2012). Active Video Games: the Mediating Effect of Aerobic Fitness on Body Composition. International Journal of Behavioral Nutrition and Physical Activity, 9, 54.
  • • Mehroof , M., Griffiths, M. D. (2010). Online Gaming Addiction: The Role of Sensation Seeking, Self- Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety. Cyberpsychology & Behavior, 13, 313–316.
  • • Messias, E., Castro, J., Saini, A., Usman, M., Peeples, D. (2011). Sadness, Suicide, and Their Association with Video Game and İnternet Overuse among Teens: Results from The Youth Risk Behavior Survey 2007 and 2009. Suicide and Life-Threatening Behavior, 41, 307–315.
  • • Mo-Suwan, L., Nontarak, J., Aekplakorn, W., Satheannoppakao, W. (2014). Computer Game Use and Television Viewing Increased Risk for Overweight among Low Activity Girls: Fourth Thai National Health Examination Survey 2008-2009. International Journal of Pediatrics, Article ID:364702: 1-6.
  • • Ögel, K. (2012). İnternet Bağımlılığı, İnternetin Psikolojisini Anlamak ve Bağımlılıkla Başa Çıkmak. Türkiye İş Bankası Kültür Yayınları, s.47-60.
  • • Parkes, A., Sweeting, H., Wight, D., Henderson, M. (2013). Do Television and Electronic Games Predict Children’s Psychosocial Adjustment? Longitudinal Research Using the UK Millennium Cohort Study. Archives of Disease in Childhood, 98, 341-348.
  • • Prot, S., Anderson, C. A., Gentile, D. A., Brown, S. C., Swing, E. L. (2014). The Positive and Negative Effects of Video Game Play. Children and Media. A. Jordan, D. Romer (Eds) New York. Oxford University Pres, s.109-128.
  • • Quaiser-Pohl, C., Geiser, C., Lehmann, W. (2006). The Relationship Between Computer-Game Preference, Gender and Mental-Rotation Ability. Personality and Individual Differences, 40, 609-619.
  • • Rastegarpour, H., Marashi, P. (2012). The Effect of Card Games and Computer Games on Learning of Chemistry Concepts. Procedia - Social and Behavioral, 31, 597-601.
  • • Rideout, V. J., Foehr, U. G., Roberts, D. F. (2010). Generation M2: Media in the Lives of 8- to 18- Year Olds. Kaiser Family Foundation. Retrieved from: http://www.kff.org/entmedia/entmedia012010nr.com
  • • Roe, K., Muijs, D. (1998). Children and Computer Games: A Profile of The Heavy User. European Journal of Communication, 13, 181-200.
  • • Schmit, S., Chauchard, E., Chabrol, H., Sejourne, N. (2011). Assessment of Social Characteristics, Coping Strategies, Self-Esteem and Depressive Symptoms in Relation Withonline Video Game Addiction among Adolescents and Young Adults. L’Encéphale, 37, 217–223.
  • • Shokouhi-Moqhaddam, S., Khezri-Moghadam, N., Javanmard, Z., Sarmadi-Ansar, H., Aminaee, M., Shokouhi-Moqhaddam, M. Zivari-Rahman, M. (2013). A Study of the Correlation Between Computer Games and Adolescent Behavioral Problems. Addict Health, 5, 43-50.
  • • Sun, H. (2013). Impact of Exergames on Physical Activity and Motivation in Elementary School Students: A Follow-Up Study. Journal of Sport and Health Science, 2, 138–45.
  • • Sung, H. Y., Hwang, G. J., Lin, C. J., Hong, T.W. (2017). Experiencing the Analects of Confucius: An Experiential Game-Based Learning Approach to Promoting Students’ Motivation and Conception of Learning. Computers & Education, 110, 143-153.
  • • Suziedelyte, A. (2015). Media and Human Capital Development: Can Video Game Playing Make You Smarter?. Economic Inquiry, 53, 1140-1155.
  • • Swing, E. L., Gentile, D. A., Anderson, C. A., Walsh, D. A. (2010). Television and Video Game Exposure and The Development of Attention Problems. Pediatrics, 126, 214-221.
  • • Thompson, D., Bhatt, R., Vazquez, I., Cullen, K. W., Baranowski, J., Baranowski, T., Liu, Y. (2015). Creating Action Plans in a Serious Video Game İncreases and Maintains Child Fruit-Vegetable İntake: A Randomized Controlled Trial International. Journal of Behavioral Nutrition and Physical Activity, 12, 39.
  • • Türkiye İstatistik Kurumu, (TÜİK 2018). Hanehalkı Bilişim Teknolojileri Kullanımı Araştırması. Erişim adresi: http://www.tuik.gov.tr/PreTablo.do?alt_id=1028.
  • • Vernadakis, N., Papastergiou, M., Zetou, E., Antoniou, P. (2015). The Impact of an Exergame-Based Intervention on Children’s Fundamental Motor Skills. Computers & Education, 83, 90-102.
  • • Weaver, E., Gradisar, M., Dohnt, H., Lovato, N., Douglas, P. (2010). The Effect of Presleep Video-Game Playing on Adolescent Sleep. Journal of Clinical Sleep Medicine. 6, 184-189.
  • • Weis, R., Cerankosky, B. C. (2010). Effects of Video-Game Ownership on Young Boys’ Academic and Behavioral Functioning: A Randomized, Controlled Study. Psychological Science, 21, 463–470.
  • • Williams, O., Hecht, M. F., DeSorbo, A. L., Huq, S., Noble, J. M. (2014). Effect of a Novel Video Game on Stroke Knowledge of 9- To 10-Year-Old, Low-İncome Children. Stroke, 45, 889-92.
  • • Wolfe, J., Afrin, K., Perry, A., Reynolds, C., Gradisar, M., Short, M. (2014). Single Night Video-Game Use Leads to Sleep Loss and Attention Deficits in Older Adolescents. Journal of Adolescence, 37,1003-1009.
  • • Yabe, Y., Hagiwara1, Y., Sekiguchi, T., Momma, H., Tsuchiya, M., Kuroki, K., ….Nagatomi, R. (2018). Late Bedtimes, Short Sleeping Time, and Longtime Video-Game Playing Are Associated with Low Back Pain in School-Aged Athletes. European Spine Journal, 27, 1112–1118.
  • • Yang, Y. T. C. (2012). Building Virtual Cities, İnspiring İntelligent Citizens: Digital Games for Developing Students’ Problem Solving and Learning Motivation. Computers & Education, 59, 365-377.
  • • Ybarra, M. L., Huesmann, L. R., Korechmaros, J. D., Reisner, S. L. (2014). Cross-Sectional Associations Between Violent Video and Computer Game Playing and Weapon Carrying in a National Cohort of Children. Aggressive Behavior, 40, 345–358.
  • • Yu, Z., Yu, W. H., Fan, X., Wang, X. (2014). An Exploration of Computer Game-Based İnstruction in The “World History” Class in Secondary Education: A Comparative Study in China. PLoS One, 9, e96865.
Toplam 76 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Araştırma Makalesi
Yazarlar

Aysun Ardıç Bu kişi benim

Aylin Yalçın Irmak Bu kişi benim

Yayımlanma Tarihi 1 Ocak 2018
Yayımlandığı Sayı Yıl 2018 Cilt: 6 Sayı: 16

Kaynak Göster

APA Ardıç, A., & Irmak, A. Y. (2018). Dijital Oyunların Çocuk ve Ergenler Üzerindeki Etkileri: Literatür İnceleme. Gençlik Araştırmaları Dergisi, 6(16), 71-94.

ÖNEMLİ NOT: DERGİMİZ ÖZEL SAYILAR HARİCİNDE HER YILIN NİSAN, AĞUSTOS VE ARALIK AYLARINDA OLMAK ÜZERE YILDA ÜÇ DEFA YAYIMLANMAKTADIR. ADAY ÇALIŞMALAR SAYIYA ÖZEL GÖNDERİLMEMEKTEDİR. DERGİMİZE GÖNDERİLEN MAKALELER DEĞERLENDİRME SÜRECİNİN TAMAMLANMASINI TAKİBEN UYGUN OLAN İLK SAYIDA YAYIMLANMAKTADIR.