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Öz Belirleme Kuramı Temelinde Bir Müdahale Aracı Olarak Video Oyunları

Yıl 2022, Cilt: 14 Sayı: 2, 207 - 220, 30.06.2022
https://doi.org/10.18863/pgy.974968

Öz

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.

Kaynakça

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

Yıl 2022, Cilt: 14 Sayı: 2, 207 - 220, 30.06.2022
https://doi.org/10.18863/pgy.974968

Öz

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.

Kaynakça

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  • Van den Berghe, L., Cardon, G., Tallir, I., Kirk, D., & Haerens, L. (2016). Dynamics of need-supportive and need-thwarting teaching behavior: The bidirectional relationship with student engagement and disengagement in the beginning of a lesson. Physical Education and Sport Pedagogy, 21(6), 653-670.
  • Van Rooij, A. J., Daneels, R., Liu, S., Anrijs, S., & Van Looy, J. (2017). Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations. Current Addiction Reports, 4(3), 323-332. doi:10.1007/s40429-017-0163-x
  • Van Rooij, A. J., Daneels, R., Liu, S., Anrijs, S., & Van Looy, J. (2017). Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations. Current Addiction Reports, 4(3), 323-332. doi:10.1007/s40429-017-0163-x
  • Vansteenkiste, M., & Ryan, R. M. (2013). On psychological growth and vulnerability: basic psychological need satisfaction and need frustration as a unifying principle. Journal of psychotherapy integration, 23(3), 263.
  • Vansteenkiste, M., & Ryan, R. M. (2013). On psychological growth and vulnerability: basic psychological need satisfaction and need frustration as a unifying principle. Journal of psychotherapy integration, 23(3), 263.
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  • Vella, K., Johnson, D., & Hides, L. (2013, October). Positively playful: when videogames lead to player wellbeing. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 99-102).
  • Wang, C. K., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. Cyberpsychol Behav, 11(1), 39-45. doi:10.1089/cpb.2007.0004
  • Wang, C. K., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. Cyberpsychol Behav, 11(1), 39-45. doi:10.1089/cpb.2007.0004
  • Wang, C. K. J., Liu, W. C., Chye, S., & Chatzisarantis, N. L. D. (2011). Understanding motivation in internet gaming among Singaporean youth: The role of passion. Computers in Human Behavior, 27(3), 1179-1184. doi:10.1016/j.chb.2010.12.012
  • Wang, C. K. J., Liu, W. C., Chye, S., & Chatzisarantis, N. L. D. (2011). Understanding motivation in internet gaming among Singaporean youth: The role of passion. Computers in Human Behavior, 27(3), 1179-1184. doi:10.1016/j.chb.2010.12.012
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  • Washburn, D. A., & Gulledge, J. P. (1995). Game-like tasks for comparative research: Leveling the playing field. Behavior Research Methods, Instruments, & Computers, 27(2), 235-238.
  • Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). A feasibility study on theeffectiveness of a full-body videogame intervention for decreasing attention deficit hyperactivitydisorder symptoms. Games for health journal, 5(4), 258-269.
  • Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). A feasibility study on theeffectiveness of a full-body videogame intervention for decreasing attention deficit hyperactivitydisorder symptoms. Games for health journal, 5(4), 258-269.
  • Williams, G. C., Niemiec, C. P., Elliot, A. J., LaGuardia, J. G., Gorin, A. A., & Rigby, C. S. (2014). Virtual Look AHEAD program: initial support for a partly virtualized intensive lifestyle intervention in type 2 diabetes. Diabetes Care, 37(8), e169-170. doi:10.2337/dc14-0831
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  • Wrzesien, M., Alcañiz, M., Botella, C., Burkhardt, J. M., Lopez, J. B., & Ortega, A. R. (2014, October). A pilot evaluation of a therapeutic game applied to small animal phobia treatment. In International Conference on Serious Games Development and Applications (pp. 10-20). Springer, Cham.
  • Wrzesien, M., Alcañiz, M., Botella, C., Burkhardt, J. M., Lopez, J. B., & Ortega, A. R. (2014, October). A pilot evaluation of a therapeutic game applied to small animal phobia treatment. In International Conference on Serious Games Development and Applications (pp. 10-20). Springer, Cham.
  • Yates, M., Kelemen, A., & Sik Lanyi, C. (2016). Virtual reality gaming in the rehabilitation of the upper extremities post-stroke. Brain injury, 30(7), 855-863.
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  • Yee, N. (2006a). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and virtual environments, 15(3), 309-329.
  • Yee, N. (2006a). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and virtual environments, 15(3), 309-329.
  • Yee, N. (2006b). The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. In Avatars at work and play (pp. 187-207): Springer.
  • Yee, N. (2006b). The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. In Avatars at work and play (pp. 187-207): Springer.
  • Yusof, N., & Rias, R. M. (2014, December). Serious game based therapeutic: Towards therapeutic game design model for adolescence. In 2014 IEEE Conference on e-Learning, e-Management and e- Services (IC3e) (pp. 40-45). IEEE.
  • Yusof, N., & Rias, R. M. (2014, December). Serious game based therapeutic: Towards therapeutic game design model for adolescence. In 2014 IEEE Conference on e-Learning, e-Management and e- Services (IC3e) (pp. 40-45). IEEE.
  • Zayeni, D., Raynaud, J. P., & Revet, A. (2020). Therapeutic and preventive use of video games in child and adolescent psychiatry: a systematic review. Frontiers in psychiatry, 11, 36.
  • Zayeni, D., Raynaud, J. P., & Revet, A. (2020). Therapeutic and preventive use of video games in child and adolescent psychiatry: a systematic review. Frontiers in psychiatry, 11, 36.
  • Zielhorst, T., van den Brule, D., Visch, V., Melles, M., van Tienhoven, S., Sinkbaek, H., ... & Lange, A. (2015). Using a digital game for training desirable behavior in cognitive–behavioral therapy of burnout syndrome: a controlled study. Cyberpsychology, Behavior, and Social Networking, 18(2), 101-111.
  • Zielhorst, T., van den Brule, D., Visch, V., Melles, M., van Tienhoven, S., Sinkbaek, H., ... & Lange, A. (2015). Using a digital game for training desirable behavior in cognitive–behavioral therapy of burnout syndrome: a controlled study. Cyberpsychology, Behavior, and Social Networking, 18(2), 101-111.
  • Zinicola, John, "Behavioral Skills Training to Teach Online Safety Responses to Youth with Autism Spectrum Disorder" (2021). Thesis Projects. 32. https://scholarship.rollins.edu/mabacs_thesis/32
  • Zinicola, John, "Behavioral Skills Training to Teach Online Safety Responses to Youth with Autism Spectrum Disorder" (2021). Thesis Projects. 32. https://scholarship.rollins.edu/mabacs_thesis/32
Toplam 288 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Psikoloji
Bölüm Derleme
Yazarlar

Mehmet Can Sevinçli 0000-0003-0897-8241

Melike Eğer Aydoğmuş 0000-0003-4455-6863

Yayımlanma Tarihi 30 Haziran 2022
Kabul Tarihi 17 Kasım 2021
Yayımlandığı Sayı Yıl 2022 Cilt: 14 Sayı: 2

Kaynak Göster

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

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