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Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?

Year 2021, , 35 - 60, 08.02.2021
https://doi.org/10.26650/SP2020-0050

Abstract

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.

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Can Digital Game Play Improve Older Adults’ Cognitive Skills?

Year 2021, , 35 - 60, 08.02.2021
https://doi.org/10.26650/SP2020-0050

Abstract

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.

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Primary Language Turkish
Journal Section Review
Authors

İlmiye Seçer This is me 0000-0002-0119-0075

Publication Date February 8, 2021
Submission Date April 21, 2020
Published in Issue Year 2021

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APA Seçer, İ. (2021). Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?. Studies in Psychology, 41(1), 35-60. https://doi.org/10.26650/SP2020-0050
AMA Seçer İ. Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?. Studies in Psychology. February 2021;41(1):35-60. doi:10.26650/SP2020-0050
Chicago Seçer, İlmiye. “Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?”. Studies in Psychology 41, no. 1 (February 2021): 35-60. https://doi.org/10.26650/SP2020-0050.
EndNote Seçer İ (February 1, 2021) Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?. Studies in Psychology 41 1 35–60.
IEEE İ. Seçer, “Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?”, Studies in Psychology, vol. 41, no. 1, pp. 35–60, 2021, doi: 10.26650/SP2020-0050.
ISNAD Seçer, İlmiye. “Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?”. Studies in Psychology 41/1 (February 2021), 35-60. https://doi.org/10.26650/SP2020-0050.
JAMA Seçer İ. Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?. Studies in Psychology. 2021;41:35–60.
MLA Seçer, İlmiye. “Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?”. Studies in Psychology, vol. 41, no. 1, 2021, pp. 35-60, doi:10.26650/SP2020-0050.
Vancouver Seçer İ. Dijital Oyunları İleri Yaşlı Bireylerin Bilişsel İşlevlerini Artırır mı?. Studies in Psychology. 2021;41(1):35-60.

Psikoloji Çalışmaları / Studies In Psychology / ISSN- 1304-4680