Computers and Games for Mental Health and Well Being

Computers and Games for Mental Health and Well Being
Author: Yasser Khazaal,Jérôme Favrod,Anna Sort,François Borgeat,Stéphane Bouchard
Publsiher: Frontiers Media SA
Total Pages: 311
Release: 2018-07-12
Genre: Video games in education
ISBN: 9782889454969

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Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Video Games and Well being

Video Games and Well being
Author: Rachel Kowert
Publsiher: Palgrave Pivot
Total Pages: 166
Release: 2021-01-02
Genre: Psychology
ISBN: 3030327728

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This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Video Games and Well being

Video Games and Well being
Author: Rachel Kowert
Publsiher: Springer Nature
Total Pages: 176
Release: 2019-12-02
Genre: Psychology
ISBN: 9783030327705

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This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Digital Games and Mental Health

Digital Games and Mental Health
Author: Rachel Kowert,Christopher J. Ferguson,Paul C. Fletcher,Doris Carmen Rusch
Publsiher: Frontiers Media SA
Total Pages: 218
Release: 2021-10-04
Genre: Science
ISBN: 9782889714612

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Psycho Social Perspectives on Mental Health and Well Being

Psycho Social Perspectives on Mental Health and Well Being
Author: Padmanaban, Srinivasan,Subudhi, Chittaranjan
Publsiher: IGI Global
Total Pages: 391
Release: 2019-11-29
Genre: Medical
ISBN: 9781799811862

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There is a long tradition of practicing positive well-being through state, religion, seers, traditional medical practitioners, yoga practitioners, etc. With the advent of science and technology, individuals have begun to incorporate modern practices with traditional practices to improve the general state of health in society. However, more research needs to be done regarding physical, social, and emotional medical methods and practices. Psycho-Social Perspectives on Mental Health and Well-Being is a collection of comprehensive knowledge on health, mental health, spirituality, and its impact on well-being. While highlighting topics including emotional health, positive psychology, and spirituality care, this book is ideally designed for psychologists, therapists, psychiatrists, counsellors, social workers, nurses, medical practitioners, mental health professionals, students, researchers, and academicians seeking current research on a wide range of theories, models, and practices for the promotion of well-being.

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games
Author: Newton Lee
Publsiher: Springer Nature
Total Pages: 2150
Release: 2024-01-19
Genre: Computers
ISBN: 9783031231612

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Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

E attachment and Online Communication

E attachment and Online Communication
Author: Katarzyna Sitnik-Warchulska,Bernadetta Izydorczyk,Zbigniew Wajda
Publsiher: Taylor & Francis
Total Pages: 118
Release: 2022-08-30
Genre: Psychology
ISBN: 9781000774962

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This book examines the use of modern technologies in clinical psychological practice. It considers how we define attachment in an age where changes in technology and the COVID-19 pandemic have increased the prevalence of online contact in the process of diagnosis and psychological treatment. Based on an attachment paradigm that is relatively unexplored, the book outlines how modern online contact influences mental health and development, along with the therapeutic relationship between client and professional. It discusses people’s relationships with new technologies, how relationships can be established using these technologies, and how these technologies affect professional relationships between psychologists and their clients, which they define as e-attachment. In the context of new technologies, the book draws on neurobiology and clinical psychology to consider mental health, social functioning, and emotional regulation. Presenting both theory and examples from case studies, this cutting-edge book will be of great interest to researchers, academics, and post-graduate students in the fields of clinical psychology, psychotherapy, and mental health. Those also carrying out research into digital and online learning within the field of mental health will also benefit from this text. The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license

Encyclopedia of Information Science and Technology Third Edition

Encyclopedia of Information Science and Technology  Third Edition
Author: Khosrow-Pour, Mehdi
Publsiher: IGI Global
Total Pages: 7972
Release: 2014-07-31
Genre: Computers
ISBN: 9781466658899

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"This 10-volume compilation of authoritative, research-based articles contributed by thousands of researchers and experts from all over the world emphasized modern issues and the presentation of potential opportunities, prospective solutions, and future directions in the field of information science and technology"--Provided by publisher.