Öz Belirleme Kuramı Temelinde Bir Müdahale Aracı Olarak Video Oyunları

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.

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

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.

___

  • Adie, J. W., Duda, J. L., & Ntoumanis, N. (2008). Autonomy support, basic need satisfaction and the optimal functioning of adult male and female sport participants: A test of basic needs theory. Motivation and emotion, 32(3), 189-199.
  • Adie, J. W., Duda, J. L., & Ntoumanis, N. (2008). Autonomy support, basic need satisfaction and the optimal functioning of adult male and female sport participants: A test of basic needs theory. Motivation and emotion, 32(3), 189-199.
  • Allen, E. S., Grolnick, W. S., & Córdova, J. V. (2019). Evaluating a self-determination theory-based preventive parenting consultation: The parent check-in. Journal of Child and Family Studies, 28(3), 732-743.
  • Allen, E. S., Grolnick, W. S., & Córdova, J. V. (2019). Evaluating a self-determination theory-based preventive parenting consultation: The parent check-in. Journal of Child and Family Studies, 28(3), 732-743.
  • Allen, J. J., & Anderson, C. A. (2018). Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being. Computers in Human Behavior, 84, 220-229.
  • Allen, J. J., & Anderson, C. A. (2018). Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being. Computers in Human Behavior, 84, 220-229.
  • Altınpulluk, H. (2021). Video Oyunların Eğitim Araştırmalarında Kullanımı: Bir Sistematik Tarama. Anadolu Üniversitesi Sosyal Bilimler Dergisi, 21(1), 185-212.
  • Altınpulluk, H. (2021). Video Oyunların Eğitim Araştırmalarında Kullanımı: Bir Sistematik Tarama. Anadolu Üniversitesi Sosyal Bilimler Dergisi, 21(1), 185-212.
  • Anderson, C. A., Sakamoto, A., Gentile, D. A., Ihori, N., Shibuya, A., Yukawa, S., . . . Kobayashi, K. (2008). Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 122(5), e1067-e1072.
  • Anderson, C. A., Sakamoto, A., Gentile, D. A., Ihori, N., Shibuya, A., Yukawa, S., . . . Kobayashi, K. (2008). Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 122(5), e1067-e1072.
  • Bandura, A. (1969). Social-learning theory of identificatory processes. Handbook of socialization theory and research, 213, 262.
  • Bandura, A. (1969). Social-learning theory of identificatory processes. Handbook of socialization theory and research, 213, 262.
  • Bandura, A., & McClelland, D. C. (1977). Social learning theory (Vol. 1): Englewood cliffs Prentice Hall.
  • Bandura, A., & McClelland, D. C. (1977). Social learning theory (Vol. 1): Englewood cliffs Prentice Hall.
  • Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: video games and stories for health-related behavior change. Am J Prev Med, 34(1), 74-82. doi:10.1016/j.amepre.2007.09.027
  • Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: video games and stories for health-related behavior change. Am J Prev Med, 34(1), 74-82. doi:10.1016/j.amepre.2007.09.027
  • Bartholomew, K. J., Ntoumanis, N., Ryan, R. M., Bosch, J. A., & Thøgersen-Ntoumani, C. (2011). Self-determination theory and diminished functioning: The role of interpersonal control and psychological need thwarting. Personality and Social Psychology Bulletin, 37(11), 1459-1473.
  • Bartholomew, K. J., Ntoumanis, N., Ryan, R. M., Bosch, J. A., & Thøgersen-Ntoumani, C. (2011). Self-determination theory and diminished functioning: The role of interpersonal control and psychological need thwarting. Personality and Social Psychology Bulletin, 37(11), 1459-1473.
  • Baumeister, R. F., & Leary, M. R. (1995). The need to belong: Desire for interpersonal attachments as a fundamental human motivation. Interpersonal development, 57-89.
  • Baumeister, R. F., & Leary, M. R. (1995). The need to belong: Desire for interpersonal attachments as a fundamental human motivation. Interpersonal development, 57-89.
  • Benita, M., Benish-Weisman, M., Matos, L., & Torres, C. (2020). Integrative and suppressive emotion regulation differentially predict well-being through basic need satisfaction and frustration: A test of three countries. Motivation and emotion, 44(1), 67-81.
  • Benita, M., Benish-Weisman, M., Matos, L., & Torres, C. (2020). Integrative and suppressive emotion regulation differentially predict well-being through basic need satisfaction and frustration: A test of three countries. Motivation and emotion, 44(1), 67-81.
  • Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth: a systematic review. Archives of pediatrics & adolescent medicine, 164(7), 664-672.
  • Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth: a systematic review. Archives of pediatrics & adolescent medicine, 164(7), 664-672.
  • Bidee, J., Vantilborgh, T., Pepermans, R., Griep, Y., & Hofmans, J. (2016). Temporal dynamics of need satisfaction and need frustration. Two sides of the same coin? European Journal of Work and Organizational Psychology, 25(6), 900-913.
  • Bidee, J., Vantilborgh, T., Pepermans, R., Griep, Y., & Hofmans, J. (2016). Temporal dynamics of need satisfaction and need frustration. Two sides of the same coin? European Journal of Work and Organizational Psychology, 25(6), 900-913.
  • Bozkurt, A., & Genç-Kumtepe, E. (2014). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. Akademik Bilişim, 14, 147-156.
  • Bozkurt, A., & Genç-Kumtepe, E. (2014). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. Akademik Bilişim, 14, 147-156.
  • Brenning, K., & Soenens, B. (2017). A Self‐Determination theory perspective on postpartum depressive symptoms and early parenting behaviors. Journal of Clinical Psychology, 73(12), 1729-1743.
  • Brenning, K., & Soenens, B. (2017). A Self‐Determination theory perspective on postpartum depressive symptoms and early parenting behaviors. Journal of Clinical Psychology, 73(12), 1729-1743.
  • Burgers, C., Eden, A., van Engelenburg, M. D., & Buningh, S. (2015). How feedback boosts motivation and play in a brain-training game. Computers in Human Behavior, 48, 94-103. doi:10.1016/j.chb.2015.01.038
  • Burgers, C., Eden, A., van Engelenburg, M. D., & Buningh, S. (2015). How feedback boosts motivation and play in a brain-training game. Computers in Human Behavior, 48, 94-103. doi:10.1016/j.chb.2015.01.038
  • Carrasco, Á. E. (2016). Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression. Research in Psychotherapy: Psychopathology, Process and Outcome, 19(1).
  • Carrasco, Á. E. (2016). Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression. Research in Psychotherapy: Psychopathology, Process and Outcome, 19(1).
  • Ceranoglu, T. A. (2010). Video games in psychotherapy. Review of General Psychology, 14(2), 141-146.
  • Ceranoglu, T. A. (2010). Video games in psychotherapy. Review of General Psychology, 14(2), 141-146.
  • Chang, Y., Leach, N., & Anderman, E. M. (2015). The role of perceived autonomy support in principals’ affective organizational commitment and job satisfaction. Social Psychology of Education, 18(2), 315-336. Chen, K.-C., & Jang, S.-J. (2010). Motivation in online learning: Testing a model of self-determination theory. Computers in Human Behavior, 26(4), 741-752. doi:10.1016/j.chb.2010.01.011
  • Chang, Y., Leach, N., & Anderman, E. M. (2015). The role of perceived autonomy support in principals’ affective organizational commitment and job satisfaction. Social Psychology of Education, 18(2), 315-336. Chen, K.-C., & Jang, S.-J. (2010). Motivation in online learning: Testing a model of self-determination theory. Computers in Human Behavior, 26(4), 741-752. doi:10.1016/j.chb.2010.01.011
  • Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10(4), 575-583.
  • Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10(4), 575-583.
  • Cooper, J., & Mackie, D. (1986). Video Games and Aggression in Children 1. Journal of Applied Social Psychology, 16(8), 726-744.
  • Cooper, J., & Mackie, D. (1986). Video Games and Aggression in Children 1. Journal of Applied Social Psychology, 16(8), 726-744.
  • Costa, S., Cuzzocrea, F., Gugliandolo, M. C., & Larcan, R. (2016). Associations between parental psychological control and autonomy support, and psychological outcomes in adolescents: The mediating role of need satisfaction and need frustration. Child Indicators Research, 9(4), 1059-1076.
  • Costa, S., Cuzzocrea, F., Gugliandolo, M. C., & Larcan, R. (2016). Associations between parental psychological control and autonomy support, and psychological outcomes in adolescents: The mediating role of need satisfaction and need frustration. Child Indicators Research, 9(4), 1059-1076.
  • Coyle, D., McGlade, N., Doherty, G., & O'Reilly, G. (2011, May). Exploratory evaluations of a computer game supporting cognitive behavioural therapy for adolescents. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2937-2946).
  • Coyle, D., McGlade, N., Doherty, G., & O'Reilly, G. (2011, May). Exploratory evaluations of a computer game supporting cognitive behavioural therapy for adolescents. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2937-2946).
  • Csikszentmihalyi, M. (1990). Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.
  • Csikszentmihalyi, M. (1990). Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.
  • Curran, T., Hill, A. P., & Niemiec, C. P. (2013). A conditional process model of children’s behavioral engagement and behavioral disaffection in sport based on self-determination theory. Journal of Sport and Exercise Psychology, 35(1), 30-43.
  • Curran, T., Hill, A. P., & Niemiec, C. P. (2013). A conditional process model of children’s behavioral engagement and behavioral disaffection in sport based on self-determination theory. Journal of Sport and Exercise Psychology, 35(1), 30-43.
  • David, O. A., Predatu, R. M., & Cardoş, R. A. I. (2018). A pilot study of the REThink online video game applied for coaching emotional understanding in children and adolescents in the therapeutic video game environment: The feeling better resources game. Journal of Evidence-Based Psychotherapies, 18(1), 57-67.
  • David, O. A., Predatu, R. M., & Cardoş, R. A. I. (2018). A pilot study of the REThink online video game applied for coaching emotional understanding in children and adolescents in the therapeutic video game environment: The feeling better resources game. Journal of Evidence-Based Psychotherapies, 18(1), 57-67.
  • Demir, A., & Manolya, A. (2018). Aktif Video Oyunları ve Wobble Board Denge Antrenmanının 6 Yaş Çocuklarda Dinamik Dengeye Etkisinin Karşılaştırılması. Gaziantep Üniversitesi Spor Bilimleri Dergisi, 3(4), 109-121.
  • Demir, A., & Manolya, A. (2018). Aktif Video Oyunları ve Wobble Board Denge Antrenmanının 6 Yaş Çocuklarda Dinamik Dengeye Etkisinin Karşılaştırılması. Gaziantep Üniversitesi Spor Bilimleri Dergisi, 3(4), 109-121.
  • DeShazo, J., Harris, L., & Pratt, W. (2010). Effective intervention or child's play? A review of video games for diabetes education. Diabetes technology & therapeutics, 12(10), 815-822.
  • DeShazo, J., Harris, L., & Pratt, W. (2010). Effective intervention or child's play? A review of video games for diabetes education. Diabetes technology & therapeutics, 12(10), 815-822.
  • DeSmet, A., Van Ryckeghem, D., Compernolle, S., Baranowski, T., Thompson, D., Crombez, G., & De Bourdeaudhuij,I. et al. (2014). A meta-analysis ofserious digital gamesfor healthy lifestyle promotion. Preventive Medicine, 69, 95–107. doi:10.1016/j.ypmed.2014.08.026 PMID:25172024
  • DeSmet, A., Van Ryckeghem, D., Compernolle, S., Baranowski, T., Thompson, D., Crombez, G., & De Bourdeaudhuij,I. et al. (2014). A meta-analysis ofserious digital gamesfor healthy lifestyle promotion. Preventive Medicine, 69, 95–107. doi:10.1016/j.ypmed.2014.08.026 PMID:25172024
  • Dey, S., & Eden, R. (2016). Gamification: An emerging trend. Paper presented at the Proceedings of the 20th Pacific Asia Conference on Information Systems (PACIS) 2016.
  • Dey, S., & Eden, R. (2016). Gamification: An emerging trend. Paper presented at the Proceedings of the 20th Pacific Asia Conference on Information Systems (PACIS) 2016.
  • Dollard, J., Miller, N. E., Doob, L. W., Mowrer, O. H., & Sears, R. R. (1939). Frustration and aggression. Yale University Press. https://doi.org/10.1037/10022-000
  • Dollard, J., Miller, N. E., Doob, L. W., Mowrer, O. H., & Sears, R. R. (1939). Frustration and aggression. Yale University Press. https://doi.org/10.1037/10022-000
  • Dominick, J. R. (1984). Videogames, television violence, and aggression in teenagers. Journal of communication, 34(2), 136–147. doi:https://doi.org/10.1111/j.1460-2466.1984.tb02165.x
  • Dominick, J. R. (1984). Videogames, television violence, and aggression in teenagers. Journal of communication, 34(2), 136–147. doi:https://doi.org/10.1111/j.1460-2466.1984.tb02165.x
  • Eroğlu, B. (2019). DİJİTAL VİDEO OYUNLARI ve EĞİTİM: MINECRAFT EĞİTİM SÜRÜMÜ. Anadolu Öğretmen Dergisi, 3(1), 56-64.
  • Eroğlu, B. (2019). DİJİTAL VİDEO OYUNLARI ve EĞİTİM: MINECRAFT EĞİTİM SÜRÜMÜ. Anadolu Öğretmen Dergisi, 3(1), 56-64.
  • Ferguson, C. J. (2011). The influence of television and video game use on attention and school problems: A multivariate analysis with other risk factors controlled. Journal of psychiatric research, 45(6), 808-813.
  • Ferguson, C. J. (2011). The influence of television and video game use on attention and school problems: A multivariate analysis with other risk factors controlled. Journal of psychiatric research, 45(6), 808-813.
  • Ferguson, B. R., Gillis, J. M., & Sevlever, M. (2013). A brief group intervention using video games to teach sportsmanship skills to children with autism spectrum disorders. Child & Family Behavior Therapy, 35(4), 293-306.
  • Ferguson, B. R., Gillis, J. M., & Sevlever, M. (2013). A brief group intervention using video games to teach sportsmanship skills to children with autism spectrum disorders. Child & Family Behavior Therapy, 35(4), 293-306.
  • Feshbach, S., & Singer, R. D. (1971). Television and aggression : An experiment field study. San Francisco, CA: Jossey-Bass.
  • Feshbach, S., & Singer, R. D. (1971). Television and aggression : An experiment field study. San Francisco, CA: Jossey-Bass.
  • Fuster, H., Carbonell, X., Chamarro, A., & Oberst, U. (2013). Interaction with the game and motivation among players of massively multiplayer online role-playing games. The Spanish journal of psychology, 16.
  • Fuster, H., Carbonell, X., Chamarro, A., & Oberst, U. (2013). Interaction with the game and motivation among players of massively multiplayer online role-playing games. The Spanish journal of psychology, 16.
  • Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-learning and Digital Media, 2(1), 5-16.
  • Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-learning and Digital Media, 2(1), 5-16.
  • Ghorbani, S., Nouhpisheh, S., & Shakki, M. (2020). Gender Differences in the Relationship between Perceived Competence and Physical Activity in Middle School Students: Mediating Role of Enjoyment. International Journal of School Health, 7(2), 14-20.
  • Ghorbani, S., Nouhpisheh, S., & Shakki, M. (2020). Gender Differences in the Relationship between Perceived Competence and Physical Activity in Middle School Students: Mediating Role of Enjoyment. International Journal of School Health, 7(2), 14-20.
  • Gotay, S. (2013). Enhancing emotional awareness of at-risk youth through game play. Journal of Creativity in Mental Health, 8(2), 151-161.
  • Gotay, S. (2013). Enhancing emotional awareness of at-risk youth through game play. Journal of Creativity in Mental Health, 8(2), 151-161.
  • Göbl, B., Hlavacs, H., Hofer, J., Müller, I., Müllner, H., Schubert, C., ... & Sprung, M. (2015, September). MindSpace: A Cognitive Behavioral Therapy Game for Treating Anxiety Disorders in Children. In International Conference on Entertainment Computing (pp. 463-468). Springer, Cham.
  • Göbl, B., Hlavacs, H., Hofer, J., Müller, I., Müllner, H., Schubert, C., ... & Sprung, M. (2015, September). MindSpace: A Cognitive Behavioral Therapy Game for Treating Anxiety Disorders in Children. In International Conference on Entertainment Computing (pp. 463-468). Springer, Cham.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. Am Psychol, 69(1), 66-78. doi:10.1037/a0034857
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. Am Psychol, 69(1), 66-78. doi:10.1037/a0034857
  • Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression and violent behavior, 4(2), 203-212.
  • Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression and violent behavior, 4(2), 203-212.
  • Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6(1), 81-91.
  • Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6(1), 81-91.
  • Griffiths, M. D., Davies, M. N., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7(4), 479-487.
  • Griffiths, M. D., Davies, M. N., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7(4), 479-487.
  • Griffiths, M. D., Kuss, D. J., & de Gortari, A. B. O. (2017). Videogames as therapy: an updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management (IJPHIM), 5(2), 71-96.
  • Griffiths, M. D., Kuss, D. J., & de Gortari, A. B. O. (2017). Videogames as therapy: an updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management (IJPHIM), 5(2), 71-96.
  • Griffiths, M., Kuss, D. J., & de Gortari, A. B. O. (2013). Videogames as therapy: A review of the medical and psychological literature. Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care, 43-68.
  • Griffiths, M., Kuss, D. J., & de Gortari, A. B. O. (2013). Videogames as therapy: A review of the medical and psychological literature. Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care, 43-68.
  • Griffiths, M. D., & Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy, 39(4), 247-253.
  • Griffiths, M. D., & Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy, 39(4), 247-253.
  • Halvari, A. E. M., Halvari, H., Williams, G. C., & Deci, E. L. (2017). Predicting dental attendance from dental hygienists’ autonomy support and patients’ autonomous motivation: A randomised clinical trial. Psychology & Health, 32(2), 127-144.
  • Halvari, A. E. M., Halvari, H., Williams, G. C., & Deci, E. L. (2017). Predicting dental attendance from dental hygienists’ autonomy support and patients’ autonomous motivation: A randomised clinical trial. Psychology & Health, 32(2), 127-144.
  • Helsel, S. (1992). Virtual reality and education. Educational Technology, 32(5), 38-42.
  • Helsel, S. (1992). Virtual reality and education. Educational Technology, 32(5), 38-42.
  • Hoffman, H. G. (2004). Virtual-reality therapy. Scientific American, 291(2), 58-65.
  • Hoffman, H. G. (2004). Virtual-reality therapy. Scientific American, 291(2), 58-65.
  • Hornstra, L., Stroet, K., & Weijers, D. (2021). Profiles of teachers’ need-support: How do autonomy support, structure, and involvement cohere and predict motivation and learning outcomes? Teaching and Teacher Education, 99, 103257.
  • Hornstra, L., Stroet, K., & Weijers, D. (2021). Profiles of teachers’ need-support: How do autonomy support, structure, and involvement cohere and predict motivation and learning outcomes? Teaching and Teacher Education, 99, 103257.
  • Huéscar Hernández, E., Moreno-Murcia, J. A., Cid, L., Monteiro, D., & Rodrigues, F. (2020). Passion or perseverance? The effect of perceived autonomy support and grit on academic performance in college students. International journal of environmental research and public health, 17(6), 2143.
  • Huéscar Hernández, E., Moreno-Murcia, J. A., Cid, L., Monteiro, D., & Rodrigues, F. (2020). Passion or perseverance? The effect of perceived autonomy support and grit on academic performance in college students. International journal of environmental research and public health, 17(6), 2143.
  • Huizinga, J. (2010). Homo Ludens Oyunun Toplumsal İşlevi Üzerine bir Deneme Mehmet Ali Kılıçbay (çev.). Ayrıntı Yayınları, 3.
  • Huizinga, J. (2010). Homo Ludens Oyunun Toplumsal İşlevi Üzerine bir Deneme Mehmet Ali Kılıçbay (çev.). Ayrıntı Yayınları, 3.
  • Isoard-Gautheur, S., Guillet-Descas, E., & Lemyre, P.-N. (2012). A prospective study of the influence of perceived coaching style on burnout propensity in high level young athletes: Using a self-determination theory perspective. Sport Psychologist, 26, 282-298.
  • Isoard-Gautheur, S., Guillet-Descas, E., & Lemyre, P.-N. (2012). A prospective study of the influence of perceived coaching style on burnout propensity in high level young athletes: Using a self-determination theory perspective. Sport Psychologist, 26, 282-298.
  • Johnson, K. B. (2016). I don't like the talking part: The use of videogames to faciliate grief therapy for adolescents with autism spectrum disorder. University of Northern Colorado.
  • Johnson, K. B. (2016). I don't like the talking part: The use of videogames to faciliate grief therapy for adolescents with autism spectrum disorder. University of Northern Colorado.
  • Johnson, D., & Gardner, J. (2010). Personality, motivation and video games. Paper presented at the Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction.
  • Johnson, D., & Gardner, J. (2010). Personality, motivation and video games. Paper presented at the Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction.
  • Juul, J. (2011). Half-real: Video games between real rules and fictional worlds: MIT press.
  • Juul, J. (2011). Half-real: Video games between real rules and fictional worlds: MIT press.
  • Kauhanen, L., Järvelä, L., Lähteenmäki, P. M., Arola, M., Heinonen, O. J., Axelin, A., . . . Salanterä, S. (2014). Active video games to promote physical activity in children with cancer: a randomized clinical trial with follow-up. BMC pediatrics, 14(1), 94.
  • Kauhanen, L., Järvelä, L., Lähteenmäki, P. M., Arola, M., Heinonen, O. J., Axelin, A., . . . Salanterä, S. (2014). Active video games to promote physical activity in children with cancer: a randomized clinical trial with follow-up. BMC pediatrics, 14(1), 94.
  • Keeney, J., Schneider, K. L., & Moller, A. C. (2019). Lessons learned during formative phase development of an asynchronous, active video game intervention: Making sedentary fantasy sports active. Psychology of Sport and Exercise, 41, 200-210. doi:10.1016/j.psychsport.2018.12.003
  • Keeney, J., Schneider, K. L., & Moller, A. C. (2019). Lessons learned during formative phase development of an asynchronous, active video game intervention: Making sedentary fantasy sports active. Psychology of Sport and Exercise, 41, 200-210. doi:10.1016/j.psychsport.2018.12.003
  • Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800-810.
  • Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800-810.
  • Keshtidar, M., & Behzadnia, B. (2017). Prediction of intention to continue sport in athlete students: A self-determination theory approach. PloS one, 12(2), e0171673.
  • Keshtidar, M., & Behzadnia, B. (2017). Prediction of intention to continue sport in athlete students: A self-determination theory approach. PloS one, 12(2), e0171673.
  • Klint, K. A., & Weiss, M. R. (1987). Perceived competence and motives for participating in youth sports: A test of Harter's competence motivation theory. Journal of Sport and Exercise Psychology, 9(1), 55-65.
  • Klint, K. A., & Weiss, M. R. (1987). Perceived competence and motives for participating in youth sports: A test of Harter's competence motivation theory. Journal of Sport and Exercise Psychology, 9(1), 55-65.
  • Koivula, M., Huttunen, K., Mustola, M., Lipponen, S., & Laakso, M. L. (2017). The emotion detectives game: Supporting the social-emotional competence of young children. In Serious games and edutainment applications (pp. 29-53). Springer, Cham.
  • Koivula, M., Huttunen, K., Mustola, M., Lipponen, S., & Laakso, M. L. (2017). The emotion detectives game: Supporting the social-emotional competence of young children. In Serious games and edutainment applications (pp. 29-53). Springer, Cham.
  • Kurt, A. S., & Savaşer, S. (2013). Kanserli adölesanların yaşam kalitesi düzeyine Re-Mission video oyununun etkisi. Turkish Journal of Oncology/Türk Onkoloji Dergisi, 28(2).
  • Kurt, A. S., & Savaşer, S. (2013). Kanserli adölesanların yaşam kalitesi düzeyine Re-Mission video oyununun etkisi. Turkish Journal of Oncology/Türk Onkoloji Dergisi, 28(2).
  • Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485.
  • Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485.
  • Lau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017). Serious games for mental health: are theyaccessible, feasible, and effective? A systematic review and meta-analysis. Frontiers in psychiatry, 7,209.
  • Lau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017). Serious games for mental health: are theyaccessible, feasible, and effective? A systematic review and meta-analysis. Frontiers in psychiatry, 7,209.
  • Lee, A. A., Piette, J. D., Heisler, M., Janevic, M. R., & Rosland, A.-M. (2019). Diabetes self-management and glycemic control: The role of autonomy support from informal health supporters. Health Psychology, 38(2), 122.
  • Lee, A. A., Piette, J. D., Heisler, M., Janevic, M. R., & Rosland, A.-M. (2019). Diabetes self-management and glycemic control: The role of autonomy support from informal health supporters. Health Psychology, 38(2), 122.
  • Lemoyne, J., Huard Pelletier, V., Trudeau, F., & Grondin, S. (2021). Relative Age Effect in Canadian Hockey: Prevalence, Perceived Competence and Performance. Frontiers in sports and active living, 3, 14.
  • Lemoyne, J., Huard Pelletier, V., Trudeau, F., & Grondin, S. (2021). Relative Age Effect in Canadian Hockey: Prevalence, Perceived Competence and Performance. Frontiers in sports and active living, 3, 14.
  • Lewis, P. (2003). The biggest game in town music? Sales down. Hollywood? Hit or miss. Tech? Flat. No wonder everyone wants to be in videogames. Fortune. September, 15, 2003.
  • Lewis, P. (2003). The biggest game in town music? Sales down. Hollywood? Hit or miss. Tech? Flat. No wonder everyone wants to be in videogames. Fortune. September, 15, 2003.
  • Li, J., Theng, Y. L., & Foo, S. (2014). Game-based digital interventions for depression therapy: a systematic review and meta-analysis. Cyberpsychology, Behavior, and Social Networking, 17(8), 519-527.
  • Li, J., Theng, Y. L., & Foo, S. (2014). Game-based digital interventions for depression therapy: a systematic review and meta-analysis. Cyberpsychology, Behavior, and Social Networking, 17(8), 519-527.
  • Lin, S., & Lepper, M. R. (1987). Correlates of Children's Usage of Videogames and Computers 1. Journal of Applied Social Psychology, 17(1), 72-93.
  • Lin, S., & Lepper, M. R. (1987). Correlates of Children's Usage of Videogames and Computers 1. Journal of Applied Social Psychology, 17(1), 72-93.
  • Lu, A. S., Baranowski, T., Thompson, D., & Buday, R. (2012). Story Immersion of Videogames for Youth Health Promotion: A Review of Literature. Games Health J, 1(3), 199-204. doi:10.1089/g4h.2011.0012
  • Lu, A. S., Baranowski, T., Thompson, D., & Buday, R. (2012). Story Immersion of Videogames for Youth Health Promotion: A Review of Literature. Games Health J, 1(3), 199-204. doi:10.1089/g4h.2011.0012
  • Lu, A. S., Kharrazi, H., Gharghabi, F., & Thompson, D. (2013). A systematic review of health videogames on childhood obesity prevention and intervention. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 2(3), 131-141.
  • Lu, A. S., Kharrazi, H., Gharghabi, F., & Thompson, D. (2013). A systematic review of health videogames on childhood obesity prevention and intervention. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 2(3), 131-141.
  • Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5(4), 333-369.
  • Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5(4), 333-369.
  • Manganelli, L., Thibault-Landry, A., Forest, J., & Carpentier, J. (2018). Self-determination theory can help you generate performance and well-being in the workplace: A review of the literature. Advances in Developing Human Resources, 20(2), 227-240.
  • Manganelli, L., Thibault-Landry, A., Forest, J., & Carpentier, J. (2018). Self-determination theory can help you generate performance and well-being in the workplace: A review of the literature. Advances in Developing Human Resources, 20(2), 227-240.
  • Mantovani, F., Castelnuovo, G., Gaggioli, A., & Riva, G. (2003). Virtual reality training for health-care professionals. CyberPsychology & Behavior, 6(4), 389-395.
  • Mantovani, F., Castelnuovo, G., Gaggioli, A., & Riva, G. (2003). Virtual reality training for health-care professionals. CyberPsychology & Behavior, 6(4), 389-395.
  • Mills, D. J., Milyavskaya, M., Mettler, J., Heath, N. L., & Derevensky, J. L. (2018). How do passion for video games and needs frustration explain time spent gaming? Br J Soc Psychol, 57(2), 461-481. doi:10.1111/bjso.12239
  • Mills, D. J., Milyavskaya, M., Mettler, J., Heath, N. L., & Derevensky, J. L. (2018). How do passion for video games and needs frustration explain time spent gaming? Br J Soc Psychol, 57(2), 461-481. doi:10.1111/bjso.12239
  • Moller, A. C., Majewski, S., Standish, M., Agarwal, P., Podowski, A., Carson, R., . . . Schneider, K. L. (2014). Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity. JMIR Serious Games, 2(2), e13. doi:10.2196/games.3691
  • Moller, A. C., Majewski, S., Standish, M., Agarwal, P., Podowski, A., Carson, R., . . . Schneider, K. L. (2014). Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity. JMIR Serious Games, 2(2), e13. doi:10.2196/games.3691
  • Nakamura, J. Ve Csikszentmihalyi, M. (2005). ‘The Concept of Flow’. Handbook of Positive Psychology. Snyder, C.R. ve Lopez, S.J. (Der). Oxford:Oxford University Press.89-105.
  • Nakamura, J. Ve Csikszentmihalyi, M. (2005). ‘The Concept of Flow’. Handbook of Positive Psychology. Snyder, C.R. ve Lopez, S.J. (Der). Oxford:Oxford University Press.89-105.
  • Nakamura, J., & Csikszentmihalyi, M. (2014). The concept of flow. In Flow and the foundations of positive psychology (pp. 239-263): Springer.
  • Nakamura, J., & Csikszentmihalyi, M. (2014). The concept of flow. In Flow and the foundations of positive psychology (pp. 239-263): Springer.
  • Neufeld, A., & Malin, G. (2020). How medical students’ perceptions of instructor autonomy-support mediate their motivation and psychological well-being. Medical teacher, 42(6), 650-656.
  • Neufeld, A., & Malin, G. (2020). How medical students’ perceptions of instructor autonomy-support mediate their motivation and psychological well-being. Medical teacher, 42(6), 650-656.
  • Neys, J. L. D., Jansz, J., & Tan, E. S. H. (2014). Exploring persistence in gaming: The role of self-determination and social identity. Computers in Human Behavior, 37, 196-209. doi:10.1016/j.chb.2014.04.047
  • Neys, J. L. D., Jansz, J., & Tan, E. S. H. (2014). Exploring persistence in gaming: The role of self-determination and social identity. Computers in Human Behavior, 37, 196-209. doi:10.1016/j.chb.2014.04.047
  • Ntoumanis, N., Ng, J. Y., Prestwich, A., Quested, E., Hancox, J. E., Thøgersen-Ntoumani, C., . . . Williams, G. C. (2020). A meta-analysis of self-determination theory-informed intervention studies in the health domain: effects on motivation, health behavior, physical, and psychological health. Health Psychology Review, 1-31.
  • Ntoumanis, N., Ng, J. Y., Prestwich, A., Quested, E., Hancox, J. E., Thøgersen-Ntoumani, C., . . . Williams, G. C. (2020). A meta-analysis of self-determination theory-informed intervention studies in the health domain: effects on motivation, health behavior, physical, and psychological health. Health Psychology Review, 1-31.
  • Parisod, H., Pakarinen, A., Kauhanen, L., Aromaa, M., Leppänen, V., Liukkonen, T. N., ... & Salanterä, S. (2014). Promoting children's health with digital games: A review of reviews. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 3(3), 145-156.
  • Parisod, H., Pakarinen, A., Kauhanen, L., Aromaa, M., Leppänen, V., Liukkonen, T. N., ... & Salanterä, S. (2014). Promoting children's health with digital games: A review of reviews. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 3(3), 145-156.
  • Patall, E. A., Pituch, K. A., Steingut, R. R., Vasquez, A. C., Yates, N., & Kennedy, A. A. (2019). Agency and high school science students' motivation, engagement, and classroom support experiences. Journal of Applied Developmental Psychology, 62, 77-92.
  • Patall, E. A., Pituch, K. A., Steingut, R. R., Vasquez, A. C., Yates, N., & Kennedy, A. A. (2019). Agency and high school science students' motivation, engagement, and classroom support experiences. Journal of Applied Developmental Psychology, 62, 77-92.
  • Patrick, H., & Canevello, A. (2011). Methodological Overview of A Self-Determination Theory-Based Computerized Intervention to Promote Leisure-Time Physical Activity. Psychol Sport Exerc, 12(1), 13-19. doi:10.1016/j.psychsport.2010.04.011
  • Patrick, H., & Canevello, A. (2011). Methodological Overview of A Self-Determination Theory-Based Computerized Intervention to Promote Leisure-Time Physical Activity. Psychol Sport Exerc, 12(1), 13-19. doi:10.1016/j.psychsport.2010.04.011
  • Peng, W., Lin, J.-H., Pfeiffer, K. A., & Winn, B. (2012). Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame. Media Psychology, 15(2), 175-196. doi:10.1080/15213269.2012.673850
  • Peng, W., Lin, J.-H., Pfeiffer, K. A., & Winn, B. (2012). Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame. Media Psychology, 15(2), 175-196. doi:10.1080/15213269.2012.673850
  • Perryer, C., Celestine, N. A., Scott-Ladd, B., & Leighton, C. (2016). Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy. The International Journal of Management Education, 14(3), 327-335.
  • Perryer, C., Celestine, N. A., Scott-Ladd, B., & Leighton, C. (2016). Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy. The International Journal of Management Education, 14(3), 327-335.
  • Peters, D., Calvo, R. A., & Ryan, R. M. (2018). Designing for Motivation, Engagement and Wellbeing in Digital Experience. Front Psychol, 9, 797. doi:10.3389/fpsyg.2018.00797
  • Peters, D., Calvo, R. A., & Ryan, R. M. (2018). Designing for Motivation, Engagement and Wellbeing in Digital Experience. Front Psychol, 9, 797. doi:10.3389/fpsyg.2018.00797
  • Pivec, M., Dziabenko, O., & Schinnerl, I. (2004). Game-Based Learning in Universities and Lifelong Learning:" UniGame: Social Skills and Knowledge Training" Game Concept. J. Univers. Comput. Sci., 10(1), 4-16.
  • Pivec, M., Dziabenko, O., & Schinnerl, I. (2004). Game-Based Learning in Universities and Lifelong Learning:" UniGame: Social Skills and Knowledge Training" Game Concept. J. Univers. Comput. Sci., 10(1), 4-16.
  • Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014). Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors. J Pers Soc Psychol, 106(3), 441-457. doi:10.1037/a0034820
  • Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014). Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors. J Pers Soc Psychol, 106(3), 441-457. doi:10.1037/a0034820
  • Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. Review of General Psychology, 14(2), 154-166. doi:10.1037/a0019440
  • Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. Review of General Psychology, 14(2), 154-166. doi:10.1037/a0019440
  • Przybylski, A. K., Ryan, R. M., & Rigby, C. S. (2009). The motivating role of violence in video games. Pers Soc Psychol Bull, 35(2), 243-259. doi:10.1177/0146167208327216
  • Przybylski, A. K., Ryan, R. M., & Rigby, C. S. (2009). The motivating role of violence in video games. Pers Soc Psychol Bull, 35(2), 243-259. doi:10.1177/0146167208327216
  • Przybylski, A. K., & Weinstein, N. (2019). Investigating the Motivational and Psychosocial Dynamics of Dysregulated Gaming: Evidence From a Preregistered Cohort Study. Clinical Psychological Science, 7(6), 1257-1265. doi:10.1177/2167702619859341
  • Przybylski, A. K., & Weinstein, N. (2019). Investigating the Motivational and Psychosocial Dynamics of Dysregulated Gaming: Evidence From a Preregistered Cohort Study. Clinical Psychological Science, 7(6), 1257-1265. doi:10.1177/2167702619859341
  • Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S. (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12(5), 485-492.
  • Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S. (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12(5), 485-492.
  • Radkowski, R., Huck, W., Domik, G., & Holtmann, M. (2011, July). Serious games for the therapy of the posttraumatic stress disorder of children and adolescents. In International Conference on Virtual and Mixed Reality (pp. 44-53). Springer, Berlin, Heidelberg.
  • Radkowski, R., Huck, W., Domik, G., & Holtmann, M. (2011, July). Serious games for the therapy of the posttraumatic stress disorder of children and adolescents. In International Conference on Virtual and Mixed Reality (pp. 44-53). Springer, Berlin, Heidelberg.
  • Rahani, V. K., Vard, A., & Najafi, M. (2018). Claustrophobia game: Design and development of a new virtual reality game for treatment of claustrophobia. Journal of medical signals and sensors, 8(4), 231.
  • Rahani, V. K., Vard, A., & Najafi, M. (2018). Claustrophobia game: Design and development of a new virtual reality game for treatment of claustrophobia. Journal of medical signals and sensors, 8(4), 231.
  • Rigby, C. S., & Ryan, R. M. (2018). Self-determination theory in human resource development: New directions and practical considerations. Advances in Developing Human Resources, 20(2), 133-147.
  • Rigby, C. S., & Ryan, R. M. (2018). Self-determination theory in human resource development: New directions and practical considerations. Advances in Developing Human Resources, 20(2), 133-147.
  • Rigby, S., & Ryan, R. M. (2011). Glued to games: How video games draw us in and hold us spellbound: How video games draw us in and hold us spellbound: AbC-CLIo.
  • Rigby, S., & Ryan, R. M. (2011). Glued to games: How video games draw us in and hold us spellbound: How video games draw us in and hold us spellbound: AbC-CLIo.
  • Rushbrook, S. (1987). " MESSAGES" OF VIDEO GAMES: SOCIAL IMPLICATIONS (ATTITUDES, VIOLENCE, WOMEN, STEREOTYPES).
  • Rushbrook, S. (1987). " MESSAGES" OF VIDEO GAMES: SOCIAL IMPLICATIONS (ATTITUDES, VIOLENCE, WOMEN, STEREOTYPES).
  • Ryan, R. M., & Deci, E. L. (2000a). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67.
  • Ryan, R. M., & Deci, E. L. (2000a). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67.
  • Ryan, R. M., & Deci, E. L. (2000b). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.
  • Ryan, R. M., & Deci, E. L. (2000b). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.
  • Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness: Guilford Publications.
  • Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness: Guilford Publications.
  • Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61. doi:10.1016/j.cedpsych.2020.101860
  • Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61. doi:10.1016/j.cedpsych.2020.101860
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and emotion, 30(4), 344-360. doi:10.1007/s11031-006-9051-8
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and emotion, 30(4), 344-360. doi:10.1007/s11031-006-9051-8
  • Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game design fundamentals: MIT press.
  • Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game design fundamentals: MIT press.
  • Sajjad, S., Hanan Abdullah, A., Sharif, M., & Mohsin, S. (2014). Psychotherapy through video game to target illness related problematic behaviors of children with brain tumor. Current Medical Imaging, 10(1), 62-72.
  • Sajjad, S., Hanan Abdullah, A., Sharif, M., & Mohsin, S. (2014). Psychotherapy through video game to target illness related problematic behaviors of children with brain tumor. Current Medical Imaging, 10(1), 62-72.
  • Shah, A., Kraemer, K. R., Won, C. R., Black, S., & Hasenbein, W. (2018). Developing digital intervention games for mental disorders: A review. Games for health journal, 7(4), 213-224.
  • Shah, A., Kraemer, K. R., Won, C. R., Black, S., & Hasenbein, W. (2018). Developing digital intervention games for mental disorders: A review. Games for health journal, 7(4), 213-224.
  • Shapi’i, A., Abd Rahman, N. A., Baharuddin, M. S., & Yaakub, M. R. (2018). Interactive games using hand-eye coordination method for autistic children therapy. Int. J. Adv. Sci. Eng. Inf. Technol, 8(4-2), 1381-1386.
  • Shapi’i, A., Abd Rahman, N. A., Baharuddin, M. S., & Yaakub, M. R. (2018). Interactive games using hand-eye coordination method for autistic children therapy. Int. J. Adv. Sci. Eng. Inf. Technol, 8(4-2), 1381-1386.
  • Sheldon, K. M., Zhaoyang, R., & Williams, M. J. (2013). Psychological need-satisfaction, and basketball performance. Psychology of Sport and Exercise, 14(5), 675-681.
  • Sheldon, K. M., Zhaoyang, R., & Williams, M. J. (2013). Psychological need-satisfaction, and basketball performance. Psychology of Sport and Exercise, 14(5), 675-681.
  • Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis. Human communication research, 27(3), 409-431.
  • Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis. Human communication research, 27(3), 409-431.
  • Silvern, S., Williamson, P., & Countermine, T. (1983). Aggression in young children and video game play. Paper presented at the meeting of the Society for Research in Child Development, Detroit.
  • Silvern, S., Williamson, P., & Countermine, T. (1983). Aggression in young children and video game play. Paper presented at the meeting of the Society for Research in Child Development, Detroit.
  • Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: addiction, engagement, and scholastic achievement. CyberPsychology & Behavior, 12(5), 567-572.
  • Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: addiction, engagement, and scholastic achievement. CyberPsychology & Behavior, 12(5), 567-572.
  • Slemp, G. R., Kern, M. L., Patrick, K. J., & Ryan, R. M. (2018). Leader autonomy support in the workplace: A meta-analytic review. Motivation and emotion, 42(5), 706-724.
  • Slemp, G. R., Kern, M. L., Patrick, K. J., & Ryan, R. M. (2018). Leader autonomy support in the workplace: A meta-analytic review. Motivation and emotion, 42(5), 706-724.
  • Slemp, G. R., Zhao, Y., Hou, H., & Vallerand, R. J. (2021). Job crafting, leader autonomy support, and passion for work: Testing a model in Australia and China. Motivation and emotion, 45(1), 60-74.
  • Slemp, G. R., Zhao, Y., Hou, H., & Vallerand, R. J. (2021). Job crafting, leader autonomy support, and passion for work: Testing a model in Australia and China. Motivation and emotion, 45(1), 60-74.
  • Standage, M., & Ryan, R. M. (2020). Self‐Determination Theory in Sport and Exercise. Handbook of sport psychology, 37-56.
  • Standage, M., & Ryan, R. M. (2020). Self‐Determination Theory in Sport and Exercise. Handbook of sport psychology, 37-56.
  • Swanson, L. R., & Whittinghill, D. M. (2015). Intrinsic or Extrinsic? Using Videogames to Motivate Stroke Survivors: A Systematic Review. Games Health J, 4(3), 253-258. doi:10.1089/g4h.2014.0074
  • Swanson, L. R., & Whittinghill, D. M. (2015). Intrinsic or Extrinsic? Using Videogames to Motivate Stroke Survivors: A Systematic Review. Games Health J, 4(3), 253-258. doi:10.1089/g4h.2014.0074
  • Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3-3.
  • Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3-3.
  • Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining Media Enjoyment as the Satisfaction of Intrinsic Needs. Journal of communication, 60(4), 758-777. doi:10.1111/j.1460-2466.2010.01513.x
  • Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining Media Enjoyment as the Satisfaction of Intrinsic Needs. Journal of communication, 60(4), 758-777. doi:10.1111/j.1460-2466.2010.01513.x
  • Tamborini, R., Grizzard, M., David Bowman, N., Reinecke, L., Lewis, R. J., & Eden, A. (2011). Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs. Journal of communication, 61(6), 1025-1042. doi:10.1111/j.1460-2466.2011.01593.x
  • Tamborini, R., Grizzard, M., David Bowman, N., Reinecke, L., Lewis, R. J., & Eden, A. (2011). Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs. Journal of communication, 61(6), 1025-1042. doi:10.1111/j.1460-2466.2011.01593.x
  • Ten Cate, T. J., Kusurkar, R. A., & Williams, G. C. (2011). How self-determination theory can assist our understanding of the teaching and learning processes in medical education. AMEE guide No. 59. Med Teach, 33(12), 961-973. doi:10.3109/0142159X.2011.595435
  • Ten Cate, T. J., Kusurkar, R. A., & Williams, G. C. (2011). How self-determination theory can assist our understanding of the teaching and learning processes in medical education. AMEE guide No. 59. Med Teach, 33(12), 961-973. doi:10.3109/0142159X.2011.595435
  • Tepe, T., Kaleci, D., & Tüzün, H. (2016, May). Eğitim teknolojilerinde yeni eğilimler: sanal gerçeklik uygulamaları. In 10th International Computer and Instructional Technologies Symposium (ICITS) (pp. 16-18).
  • Tepe, T., Kaleci, D., & Tüzün, H. (2016, May). Eğitim teknolojilerinde yeni eğilimler: sanal gerçeklik uygulamaları. In 10th International Computer and Instructional Technologies Symposium (ICITS) (pp. 16-18).
  • Tian, L., Chen, H., & Huebner, E. S. (2014). The longitudinal relationships between basic psychological needs satisfaction at school and school-related subjective well-being in adolescents. Social Indicators Research, 119(1), 353-372.
  • Tian, L., Chen, H., & Huebner, E. S. (2014). The longitudinal relationships between basic psychological needs satisfaction at school and school-related subjective well-being in adolescents. Social Indicators Research, 119(1), 353-372.
  • Tran, B. (2019). Clinical Use of Video Games. In Advanced Methodologies and Technologies in Media and Communications (pp. 76-89). IGI Global.
  • Tran, B. (2019). Clinical Use of Video Games. In Advanced Methodologies and Technologies in Media and Communications (pp. 76-89). IGI Global.
  • Tyack, A., Wyeth, P., & Johnson, D. (2020). Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event. Paper presented at the Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems.
  • Tyack, A., Wyeth, P., & Johnson, D. (2020). Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event. Paper presented at the Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems.
  • Uysal, A., & Yildirim, I. G. (2016). Self-determination theory in digital games. In Gamer psychology and behavior (pp. 123-135). Springer, Cham.
  • Uysal, A., & Yildirim, I. G. (2016). Self-determination theory in digital games. In Gamer psychology and behavior (pp. 123-135). Springer, Cham.
  • 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 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.
  • 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).
  • 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
  • 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.
  • 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
  • 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
  • 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.
  • 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.
  • 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