Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?
Öz
Anahtar Kelimeler
Kaynakça
- Abutalebi, J. ve Green, D. W. (2008). Control mechanisms in bilingual language production: Neural evidence from language switching studies. Language and Cognitive Processes, 23(4), 557-582. https://doi.org/10.1080/01690960801920602 google scholar
- Activision. (1983). Kaboom! [video oyunu]. Santa Monica: Activision. google scholar
- American Association of Retired Persons. (2019). Gaming attitudes and habits of adults ages 50-plus. https://doi.org/10.26419/res.00328.001 google scholar
- Anderson, C. A. ve Bushman, B. J. (2001). Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal, and prosocial behaviour: A metaanalytic review of the scientific literature. Psychological Science, 12(5), 353- 359. google scholar
- Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., Kong, E., Larraburo, Y., Rolle, C., Johnston, E. ve Gazzaley, A. (2013). Video game training enhances cognitive control in older adults. Nature, 501(7465), 97–101. https://doi.org/10.1038/nature12486 google scholar
- Atari, Inc. (1976). Breakout [Arcade oyunu]. Sunnyvale: Atari, Inc. google scholar
- Baddeley, A. D. (2000). The episodic buffer: A new component of working memory? Trends in Cognitive Science, 4, 417-423. google scholar
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Ayrıntılar
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Bu kişi benim
0000-0002-0119-0075
Türkiye
Yayımlanma Tarihi
8 Şubat 2021
Gönderilme Tarihi
21 Nisan 2020
Kabul Tarihi
7 Eylül 2020
Yayımlandığı Sayı
Yıl 2021 Cilt: 41 Sayı: 1