Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?

Bilişsel süreçler, kendi başına yemek yiyebilmek, kişisel bakım ve ilaç/ para idaresinin yapılabilmesine kadar pek çok basit ya da kompleks günlük yaşamsal aktivitelerde önemli bir rol oynamaktadır. Artan yaşla birlikte bilişsel yeteneklerdeki düşüş, yaşlı yetişkinlerin toplumda bağımsız kalma becerilerini engeller ve yaşam kalitelerini olumsuz yönde etkiler. Bu nedenle bir dizi çalışma, bu tür becerileri sürdürebilecek ve etkili bir şekilde geliştirebilecek yolları araştırmaktadır. Dijital oyunlar farklı yaştaki bireyler tarafından tercih edilen boş vakit geçirme aracı haline gelmiştir. Ayrıca, eğlence, stres atma gibi birçok amaçla da oynanabilmektedir. Bu bağlamda, kolay erişebilir ve eğlenceli olmalarından dolayı ileri yaştaki bireylerin sıklıkla tercih ettiği dijital oyunların bilişsel süreçlerini iyileştirip iyileştirmediği dikkat çekici bir araştırma konusudur. Alan yazında yer alan araştırmaların bulguları genelde dijital oyun oynamanın tepki süresini, çalışma belleğini ve görev değiştirme gibi becerileri geliştirdiğini göstermektedir. Ancak, dijital oyun oynamanın etkili bir bilişsel egzersiz rejimi olduğunu iddia etmeden önce araştırılması gereken konular vardır. Bu aşamada, mevcut çalışma, ileri yaştaki bireylerde dijital oyunların etkinliğinin sınanmasına yönelik bir derleme olup, dijital oyunların bilişsel avantaj getirisinin olup olmadığı incelenmiş, gelecek çalışmalar için araştırma önerilerinde bulunulmuştur. Örneğin, uzak transfer etkisinin diğer bir değişle, bu etkilerin günlük aktivitelerin de daha iyi yapılabilmesine neden olup olmadığını ve gelişen bilişsel becerilerin uzun süre korunabilmesini sağlayan koşulların neler olduğu açıklama bekleyen sorulardır. Ayrıca, dijital oyunların ekolojik geçerlik ve herhangi bir zihinsel faaliyetten farklı bir getirisinin olup olmadığının araştırılması gerekmektedir. Ayrıca, daha önce Boot, Blakely ve Simons (2011) ve Boot, Simons, Stothart ve Stutts (2013) tarafından ortaya konulan öneri; plasebo etkilerinin göz önünde bulundurulmasının önemi, vurgulanmıştır.

Can Digital Game Play Improve Older Adults’ Cognitive Skills?

Cognitive skills are essential for the performance of basic and instrumental daily living activities such as self-care, medication, and finance management. A decline in cognitive abilities with increasing age thus hinders older adults’ ability to remain independent in society and negatively influences their quality of life. Therefore, many studies have investigated ways that can maintain and effectively improve such skills. Digital games have become a favored leisure activity by all age groups and are played for entertainment and stress relief. In this context, the ease with which digital games can be played within the home and their entertaining nature have led researchers to examine their effectiveness in enhancing older adults’ cognitive skills. Although the findings indicate cognitive advantages, such as improved reaction times, working memory, and task-switching abilities, many questions require further clarification before claiming that digital game play is an effective cognitive training regime. Therefore, the current review aims to examine the cognitive advantages of digital games for older adults and suggests future research directions. The following topics need to be further explored: the existence of far transfer effects, that is, whether such improvements lead to better performance of daily activities, the long-term maintenance of enhanced skills and the underlying responsible mechanisms, the ecological validity of digital games, and digital games’ provision of benefits beyond cognitive simulations. Furthermore, the importance to consider placebo effects, which was suggested by Boot, Blakely, and Simons (2011) and Boot, Simons, Stothart, and Stutts (2013), is emphasized.

___

  • 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
  • Baddeley, A. ve Hitch, G. (1974). Working memory. G. A. Bower (Ed.) içinde, The psychology of learning and motivation (ss. 47-89). New York: Academic Press. google scholar
  • Balkan, E. ve Adalier, A. (2011). The relationship between social cohesion and computer-internet usage. The Turkish Online Journal of Educational Technology, 102(3), 304-310. google scholar
  • Ballesteros, S., Prieto, A., Mayas, J., Toril, P., Pita, C., de León, L. P., Reales, J. M. ve Waterworth, J. (2014). Brain training with non-action video games enhances aspects of cognition in older adults: A randomized controlled trial. Frontiers in Aging Neuroscience, 6(277). https://doi.org/10.3389/ fnagi.2014.00277 google scholar
  • Ballesteros, S., Mayas, J., Prieto, A., Toril, P., Pita, C., Ponce de León, L., Reales, J. M. ve Waterworth, J. A. (2015). A randomized controlled trial of brain training with non-action video games in older adults: Results of the 3-month follow-up. Frontiers in Aging Neuroscience, 7(45). https://doi. org/10.3389/fnagi.2015.00045 google scholar
  • Baran, A. G., Kurt, S. K. ve Tekeli. E. S. (2017). Yaşlıların dijital teknolojileri kullanım düzeyleri üzerine bir araştırma. İletişim Kuram ve Araştırma Dergisi, 45, 1-24. google scholar
  • Basak, C., Boot, W. R., Voss, M. W. ve Kramer, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging, 23(4), 765–777. https:// doi.org/10.1037/a0013494 google scholar
  • Bavelier, D., Levi, D. M., Li, R. W., Dan, Y. ve Hensch, T. K. (2010). Removing brakes on adult brain plasticity: From molecular to behavioral interventions. The Journal of Neuroscience, 30(45), 14964–14971. https://doi.org/10.1523/JNEUROSCI.4812-10.2010 google scholar
  • Bayraktar, F. ve Gün, Z. (2007). Incidence and correlates of Internet usage among adolescents in North Cyprus. CyberPsychology & Behavior, 10(2), 191–197. https://doi.org/10.1089/cpb.2006.9969 google scholar
  • Becerikli, Y. S. (2013). Kuşaklararası iletişim açısından yeni iletişim teknolojilerinin kullanımı: İleri yaş grubu üzerine bir değerlendirme. İstanbul Üniversitesi İletişim Fakültesi Dergisi, 1(44), 19-31. https://dergipark.org.tr/tr/pub/iuifd/issue/22894/245013 google scholar
  • Belchior, P., Marsiske, M., Sisco, S. M., Yam, A., Bavelier, D., Ball, K. ve Mann, W. C. (2013). Video game training to improve selective visual attention in older adults. Computers in Human Behavior, 29(4), 1318–1324. https://doi.org/10.1016/j.chb.2013.01.034 google scholar
  • Bell-McGinty, S., Podell, K., Franzen, M., Baird, A. D. ve Williams, M. J. (2002). Standard measures of executive function in predicting instrumental activities of daily living in older adults. International Journal of Geriatric Psychiatry, 17(9), 828–834. https://doi.org/10.1002/gps.646 google scholar
  • Big Huge Games (2004). Rise of Nations [Bilgisayar video oyunu]. Redmond: Microsoft Game Studios google scholar
  • Blue Planet Software (2001). Tetris Worlds [video oyunu]. Agoura Hills: THQ google scholar
  • Boot, W. R., Blakely, D. P. ve Simons, D. J. (2011). Do action video games improve perception and cognition? Frontiers in Psychology, 2(226), 1–6. PMCID: PMC3171788 google scholar
  • Boot, W. R., Simons, D. J., Stothart, C. ve Stutts, C. (2013). The pervasive problem with placebos in psychology: Why active control groups are not sufficient to rule out placebo effects. Perspectives on Psychological Science, 8(4), 445–454. https://doi.org/10.1177/1745691613491271 google scholar
  • Botwinick, J. ve Thompson, L. W. (1966). Premotor and motor components of reaction time. Journal of Experimental Psychology, 71(1), 9-15. https://doi.org/10.1037/h0022634. google scholar
  • Cahn-Weiner, D. A., Boyle, P. A. ve Malloy, P. F. (2002). Tests of executive function predict instrumental activities of daily living in community-dwelling older individuals. Applied Neuropsychology, 9(3), 187–191. https://doi.org/10.1207/S15324826AN0903_8 google scholar
  • Cai, L., Chan, J. S. Y., Yan, J. H. ve Peng, K. (2014). Brain plasticity and motor practice in cognitive aging. Frontiers in Aging Neuroscience, 6, 31. https://doi.org/10.3389/fnagi.2014.00031 google scholar
  • Cangöz, B. (2008). Yaşlılık: Sadece kayıp mı? Bir ayrıcalık mı? Türk Geriatri Dergisi, 11(3), 143-150. google scholar
  • Cangöz, B. (2017). Evaluation of cognitive processes. M. Farmosa ve Y. G. Kutsal (Ed.) içinde, Population aging in Turkey: Social and health care services for older persons (ss.99-108). International Institute of Aging (INIA) Publication. United Nations - Malta: Progress Press. google scholar
  • Cangöz, B. (2018). Yaşlılarda bilişsel rehabilitasyon. E. Özmete ve G. Baştuğ (Ed.) içinde, Yaşlılarda psikolojik ve sosyal rehabilitasyon (ss. 22-29). Ankara: Hedef Yayıncılık. google scholar
  • Cangöz, B., Karakoç, E. ve Selekler, K. (2009). Trail Making Test: Normative data for Turkish elderly’s by age, sex and education. Journal of the Neurological Sciences, 283(1-2), 73-78. google scholar
  • Cepeda, N.J., Blackwell, K.A. ve Munakata, Y. (2013). Speed isn’t everything: Complex processing speed measures mask individual differences and developmental changes in executive control. Developmental Science, 16(2), 269-286. https://doi.org/10.1111/desc.12024 google scholar
  • Coreland (1982). Pengo [arcade oyunu]. Shinagawa: Sega. google scholar
  • Clark, J. E., Lanphear, A. K. ve Riddick, C. C. (1987). The effects of videogame playing on the response selection processing of elderly adults. Journal of Gerontology, 42(1), 82–85. https://doi. org/10.1093/geronj/42.1.82 google scholar
  • Craik, F. I. M., Govoni, R., Naveh- Benjamin, M. ve Anderson, N. D. (1996). The effect of divided attention on encoding and retrieval processes in human memory. Journal of Experimental Psychology: General, 125(2), 159- 180. google scholar
  • Dearly, I. J., Liewald, D. ve Nissan, J. (2011). A free, easy-to-use, computer-based simple and fourchoice reaction time programme: The Deary-Liewald reaction time task. Behavior Research Methods, 43(1), 258-68. https://doi.org/10.3758/s13428-010-0024-1 google scholar
  • DeFelipe, J. (2006). Brain plasticity and mental processes: Cajal again. Nature Reviews Neuroscience, 7(10), 811–817. https://doi.org/10.1038/nrn2005 google scholar
  • Dustman, R. E., Emmerson, R. Y., Steinhaus, L. A., Shearer, D. E. ve Dustman, T. J. (1992). The effects of videogame playing on neuropsychological performance of elderly individuals. Journal of Gerontology, 47(3), P168–P171. https://doi.org/10.1093/geronj/47.3.P168 google scholar
  • Dye, M. W., Green, C. S. ve Bavelier, D. (2009). Increasing speed of processing with action video games. Current Directions in Psychological Science, 18(6), 321–326. https://doi.org/10.1111/ j.1467-8721.2009.01660.x google scholar
  • EA Los Angeles. (2003). Medal of Honor-Rising Sun [birinci şahıs nişancı oyunlarını]. Redwood City: Electronic Arts. google scholar
  • Fletcher, B. ve Rabbitt, P. M. A. (1978). The changing pattern of perceptual analytic strategies and response selection with practice in a two-choice reaction time task. Quarterly Journal of Experimental Psychology, 30, 417-427. https://doi.org/10.1080/00335557843000025 google scholar
  • Gazzaley, A. (2013). NeuroRacer [arcade oyunu]. San Francisco: University of California google scholar
  • General Computer Corporation. (1982). Ms. PacMan [arcade oyunu]. Chicago: Midway Games. google scholar
  • Goldstein, J. H., Cajko, L., Oosterbroek, M., Michielsen, M., Van Houten, O. ve Salverda, F. (1997). Video games and the elderly. Social Behavior and Personality: An International Journal, 25, 345- 352. https://doi.org/10.2224/sbp.1997.25.4.345 google scholar
  • Güvenli İnternet Merkezi. (2019). Dijital oyunlar raporu. https://www.guvenliweb.org.tr/dosya/RjARy. pdf google scholar
  • Gökkaya, Z. ve Deniz, L. (2014). Üniversite öğrencilerinin bilgisayar oyunun oynama alışkanlıkları ve oyun tercihleri: Marmara Üniversitesi örneği. Akademik Sosyal Araştırmalar Dergisi, 2(6), 58-73. google scholar
  • Harada, C. N., Natelson Love, M. C. ve Triebel, K. L. (2013). Normal cognitive aging. Clinics in Geriatric Medicine, 29(4), 737–752. https://doi.org/10.1016/j.cger.2013.07.002 google scholar
  • Held, R. (1965). Plasticity in sensory-motor systems. Scientific American, 213(5), 84–94. https://doi. org/10.1038/scientificamerican1165-84 google scholar
  • Hilchey, M. D. ve Klein, R. M. (2011). Are there bilingual advantages on non-linguistic interference tasks? Implications for the plasticity of executive control processes. Psychological Bulletin Review, 18, 625–658. https://doi.org/10.3758/s13423-011-0116-7 google scholar
  • Huseyin, I. ve Satyen, L. (2009). Training divided attention and memory skills of older adults. (Doktora tezi). Deakin University, Geelong. google scholar
  • Insel, K., Morrow, D., Brewer, B. ve Figueredo, A. (2006). Executive function, working memory, and medication adherence among older adults. The Journals of Gerontology: Series B: Psychological Sciences and Social Sciences, 61(2), P102–P107. https://doi.org/10.1093/geronb/61.2.P102 google scholar
  • Jones, C. M., Scholes, L., Johnson, D., Katsikitis, M. ve Carras, M. C. (2014). Gaming well: Links between videogames and flourishing mental health. Frontiers in Psychology, 5(260). https://doi. org/10.3389/fpsyg.2014.00260 google scholar
  • Kahlbaugh, P. E., Sperandio, A. J., Ashley L. Carlson, A. L. ve Hauselt, J. (2011). Effects of playing Wii on well-being in the elderly: Physical activity, loneliness, and mood. Activities, Adaptation & Aging, 35(4), 331-344. https://doi.org/10.1080/01924788.2011.625218 google scholar
  • Karakuş, T., Inan, Y. ve Çağıltay, K. (2008). A descriptive study of Turkish high school students. Computers in Human Behavior, 25(6), 2520-2529. https://doi.org/10.1016/j.chb.2008.03.011 google scholar
  • Kaşıkçı, D. N., Çağıltay, K., Karakuş, T., Kurşun, E. ve Ogan, C. (2014). Türkiye ve Avrupa’daki çocukların internet alışkanlıkları ve güvenli internet kullanımı. Eğitim ve Bilim, 39(171), 230-243. google scholar
  • Kirby, A., Jones, C. ve Copello, A. (2014). The impact of massively multiplayer online role playing games (MMORPGS) on psychological wellbeing and the role of play motivations and problematic use. International Journal of Mental Health Addiction 12, 36–51. https://doi.org/10.1007/s11469- 013-9467-9 google scholar
  • Konami. (1981). Frogger [Arcade oyunu]. Shinagawa: Sega. google scholar
  • Kühn, S., Gleich, T., Lorenz, R. C., Lindenberger, U. ve Galliant, J. (2014). Playing Super Mario induces structural brain plasticity: Gray matter changes resulting from training with a commercial video game. Molecular Psychiatry, 19, 265–271. https://doi.org/10.1038/mp.2013.120 google scholar
  • Kramer, A. F., Larish, J. F. ve Strayer, D. L. (1995). Training for attentional control in dual task settings: A comparison of young and old adults. Journal of Experimental Psychology: Applied, 1(1), 50– 76. https://doi.org/10.1037/1076-898X.1.1.50 google scholar
  • Lajoie, Y. ve Gallagher, S. P. (2004). Predicting falls within the elderly community: Comparison of postural sway, reaction time, the Berg balance scale and the Activities-specific Balance Confidence (ABC) scale for comparing fallers and non-fallers. Archives of Gerontology and Geriatrics, 38, 11–26 google scholar
  • Liu, Y., Chan, J. S. Y. ve Yan, J. H. (2014). Neuropsychological mechanisms of falls in older adults. Frontiers in Aging Neuroscience, 6(64). https://doi.org/10.3389/fnagi.2014.00064 google scholar
  • Mayas, J., Parmentier, F. B. R., Andres, P. ve Ballesteros, S. (2014). Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial. PLoS ONE 9(3): e92269. https://doi.org/10.1371/journal.pone.0092269 google scholar
  • McDowd, J. M. ve Craik, F. I. (1988). Effects of aging and task difficulty on divided attention performance. Journal of Experimental Psychology: Human Perception and Performance, 14(2), 267-280. google scholar
  • Melzer, I. ve Oddsson, L. I. E. (2004). The effect of a cognitive task on voluntary step execution in healthy elderly and young individuals. Journal of the American Geriatrics Society, 52(8), 1255- 1262. google scholar
  • Mind’s Eye Production. (2000). Pac-Man: Adventure in Time. [video oyunu]. Alameda: Hasbro Interactive. google scholar
  • Miyake, A., Friedman, N. P., Emerson, M. J., Witzki, A. H., Howerter, A. ve Wager, T. D. (2000). The unity and diversity of executive functions and their contributions to complex “Frontal Lobe” tasks: a latent variable analysis. Cognitive Psychology, 41(1), 49–100. https://doi.org/10.1006/ cogp.1999.0734 google scholar
  • Monsell, S. (2003). Task switching. Trends in Cognitive Science, 7(3), 134-140. https://doi.org/10.1016/ S1364-6613(03)00028-7 google scholar
  • Mowbray, G. H. (1960). Choice reaction times for skilled responses. Quarterly Journal of Experimental Psychology, 12, 193-202. https://doi.org/10.1080/17470216008416726. google scholar
  • Mowbray, G. H. ve Rhoades, M. V. (1959). On the reduction of choice reaction times withpractice. Quarterly Journal of Experimental Psychology, 11(1), 16-23. https://doi.org/10.1080/17470215908416282 google scholar
  • Muir, S. W., Gopaul, K. ve Odasso, M. M. M. (2012). The role of cognitive impairment in fall risk among older adults: A systematic review and meta-analysis, Age and Ageing, 41(3), 299–308. https://doi. org/10.1093/ageing/afs012 google scholar
  • Myerson, J. S., Robertson, S. ve Hale, S. (2007). Aging and intra-individual variability in performance: Analysis of response time distributions. Journal of the Experimental Analysis of Behavior, 88(3), 319–337. google scholar
  • Namco. (1980a). Galaxian [birinci şahıs nişancı arcade oyunu]. Chicago: Midway Games. google scholar
  • Namco. (1980b). Pac-Man [Labirent arcade oyunu]. Chicago: Midway Games. google scholar
  • Nguyen, C. M., Copeland, C. T., Lowe, D. A., Heyanka, D. J. ve Linck, J. F. (2020). Contribution of executive functioning to instrumental activities of daily living in older adults. Applied Neuropsychology: Adult, 27(4), 326-333. https://doi.org/10.1080/23279095.2018.1550408 google scholar
  • Nintendo. (1981). Donkey-Kong [arcade oyunu]. Kyoto: Nintendo. google scholar
  • Nintendo. (2005). Brain Age [Bulmaca video oyunu]. Kyoto: Nintendo. google scholar
  • Nintendo DS. (2006). Tetris [Bulmaca video oyunu]. Kyoto: Nintendo. google scholar
  • Nintendo VC. (2006). Super Mario 64 [Platform oyunu]. Kyoto: Nintendo Wii. google scholar
  • Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Akitsuki, Y., Shigemune, Y., Sekiguchi, A., Kotozaki, Y., Tsukiura, T., Yomogida, Y. ve Kawashima, R. (2012). Brain training game improves executive functions and processing speed in the elderly: A randomized controlled trial. PLoS ONE 7(1): e29676. https://doi.org/10.1371/journal.pone.0029676 google scholar
  • Palef, S. R. (1973). Some stages of information processing in a choice reaction time task. Perception & Psychophysics, 13, 41-44. https://doi.org//10.3758/BF03207232 google scholar
  • Perez, M., Izura, C., Stadthagen-Gonzanes, H. ve Marín, J. (2013). Assessment of bilinguals’performance in lexical tasks using reaction times. V. Gathercole (Ed.) içinde, Issues in the assessment of bilinguals. (ss. 130–160). Buffalo, NY: Multilingual Matters. google scholar
  • Pliatsikas, C., Veríssimo, J., Babcock, L., Pullman, M. Y., Glei, D. A., Weinstein, M., Goldman, N. ve Ullman, M. T. (2019). Working memory in older adults declines with age, but is modulated by sex and education. Quarterly Journal of Experimental Psychology, 72(6), 1308–1327. google scholar
  • Prakash, R. S., De Leon, A. A., Mourany, L., Lee, H., Voss, M., Boot, W. R., Basak, C., Fabiani, M., Gratton, G. ve Kramer, A. F. (2012). Examining neural correlates of skill acquisition in a complex videogame training program. Frontiers in Human Neuroscience, 6(115). https://doi.org/10.3389/fnhum.2012.00115 google scholar
  • Ratcliff, R., Thapar, A. ve McKoon, G. (2006). Aging, practice, and perceptual tasks: A diffusion model analysis. Psychology and Aging, 21(2), 353–371. https://doi.org/10.1037/0882-7974.21.2.353 google scholar
  • Rubin, O. ve Meiran, N. (2005). On the origins of the task mixing cost in the cuing task-switching paradigm. Journal of Experimental Psychology: Learning, Memory, and Cognition, 31(6), 1477– 1491. https://doi.org/10.1037/0278-7393.31.6.1477 google scholar
  • Salthouse, T. A. (2000). Aging and measures of processing speed. Biological Psychology, 54 (1-3), 35- 54. https://doi.org/10.1016/S0301-0511(00)00052-1 google scholar
  • Sarkar, K., Scanlon, M., Drescher, D. (2007). Lumosity [bilgisayar video oyunu]. San Francisco: Lumos Lab. google scholar
  • Sphere Inc. (1991). Super Tetris. [Bulmaca video oyunu]. Boulder: Spectrum HoloByte. google scholar
  • Stern, Y., Blumen, H. M., Rich, L. W., Richards, A., Herzberg, G. ve Gopher, D. (2011). google scholar
  • Space Fortress game training and executive control in older adults: A pilot intervention. Aging, Neuropsychology, and Cognition, 18(6), 653-677. https://doi.org/10.1080/13825585.2011.613450 google scholar
  • Stuss, D., Stethem, L., Picton, T., Leech, E. ve Pelchat, G. (1989). Traumatic brain injury, aging and reaction time. Canadian Journal of Neurological Sciences, 16(2), 161-167. https://doi.org/10.1017/ S0317167100028833 google scholar
  • Şahin, B. (2019). Yaşlı bireylerde internet kullanımının yaşam doyumu, algılanan sosyal destek ve umutsuzluk düzeyleri ile ilişkisinin incelenmesi (Yüksek lisans tezi). Maltepe Üniversitesi, İstanbul. google scholar
  • Taito. (1981). Qix [Bulmaca arcade oyunu]. Shinjuku: Taito. google scholar
  • Toril, P., Reales, J. M., Mayas, J. ve Ballesteros, S. (2016). Video game training enhances visuospatial working memory and episodic memory in older adults. Frontiers in Human Neuroscience, 10(206). https://doi.org/10.3389/fnhum.2016.00206 google scholar
  • Tuncay, F. Ö. ve Fertelli, T. K. (2018). Yaşlılarda bilişsel işlevlerin günlük yaşam aktiviteleri ve yaşam doyumu ile ilişkisi. Dokuz Eylül Üniversitesi Tıp Fakültesi Dergisi, 32(3), 190-183. https://doi. org/10.5505/deutfd.2018.82712 google scholar
  • Tunçay, N. (2009). FAB (Frontal Assessment Battery) Testinin Türk toplumunda geçerlilik ve güvenilirliği. (Yüksek lisans tezi). İzmir, Türkiye: Dokuz Eylül Üniversitesi. google scholar
  • Uluyol, Ç., Demiralay, R., Şahin, S. ve Eryilmaz, S. (2014). Öğretmen adaylarının oyun tercihleri ve bilgisayar oyunu oynama alışkanlıklarının incelenmesi: Gazi Üniversitesi örneği. Journal of Instructional Technologies and Teacher Education, 3(2). https://dergipark.org.tr/tr/pub/jitte/ issue/25084/264727 google scholar
  • van Muijden, J., Band, G. P. H. ve Hommel, B. (2012). Online games training aging brains: Limited transfer to cognitive control functions. Frontiers in Human Neuroscience, 6(221). https://doi. org/10.3389/fnhum.2012.00221 google scholar
  • Verghese, J., Buschke, H., Viola, L., Katz, M., Hall, C., Kuslansky, G. ve Lipton, R. (2002). Validity of divided attention tasks in predicting falls in older individuals: A preliminary study. Journal of the American Geriatrics Society, 50(9), 1572-1576. google scholar
  • von der Heiden, J. M., Braun, B., Müller, K. W. ve Egloff, B. (2019). The association between video gaming and psychological functioning. Frontiers in Psychology, 10(1731). https://doi.org/10.3389/ fpsyg.2019.01731 google scholar
  • West, G. L., Zendel, B. R., Konishi, K., Benady-Chorney, J., Bohbot, V. D., Peretz, I. ve Belleville, S. (2017). Playing Super Mario 64 increases hippocampal grey matter in older adults. PLoS ONE 12(12): e0187779. https://doi.org/10.1371/journal. google scholar
  • Whelan, R. (2008). Effective analysis of reaction time data. The Psychological Record, 58, 475-482. https://doi.org/10.1007/bf03395630 google scholar
  • Whitlock, L. A., McLaughlin, A. C. ve Allaire, J. C. (2012). Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults. Computers in Human Behavior, 28(4), 1091–1096. https://doi.org/10.1016/j. chb.2012.01.012 google scholar
  • Yavuz, E. ve Tarlakazan, E. (2018). Üniversite öğrencilerinin mobil oyun profili ve oynama alışkanlıkları. AÇÜ Uluslararası Sosyal Bilimler Dergisi, 4(2), 149-163. google scholar
  • Zelinski, E. M. ve Reyes, R. (2009). Cognitive benefits of computer games for older adults. Gerontechnology: International Journal on the Fundamental Aspects of Technology to Serve the Ageing Society, 8(4), 220–235. https://doi.org/10.4017/gt.2009.08.04.004.00 google scholar
  • Zhang S., Grenhart, W. C. M., Sprufera, J. F., McLaughlin, A. C. ve Allaire, J. C. (2019). Using variable priority training to examine video game-related gains in cognition. Journal of Cognitive Enhancement. https://doi.org/10.1007/s41465-019-00148-1 google scholar
Psikoloji Çalışmaları-Cover
  • ISSN: 1304-4680
  • Başlangıç: 1956
  • Yayıncı: İstanbul Üniversitesi