Enqu te canadienne sur l exp rience des soins de sant primaires en 2007

Enqu  te canadienne sur l exp  rience des soins de sant   primaires en 2007
Author: Conseil canadien de la Santé
Publsiher: Unknown
Total Pages: 20
Release: 2008
Genre: Health services accessibility
ISBN: 1897463251

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Enqu te Canadienne Sur L exp rience des Soins de Sant Primaires en 2007

Enqu  te Canadienne Sur L exp  rience des Soins de Sant   Primaires en 2007
Author: Health Council of Canada
Publsiher: Unknown
Total Pages: 16
Release: 2008-01-01
Genre: Health services accessibility
ISBN: 1897463235

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L exp rience de Soins des Personnes Pr sentant les Plus Grands Besoins de Sant

L exp  rience de Soins des Personnes Pr  sentant les Plus Grands Besoins de Sant
Author: Jean-Frédéric Levesque,Mike Bénigéri,Québec (Province). Commissaire à la santé et au bien-être,Anne-Marie Labbé,Canadian Electronic Library (Firm)
Publsiher: Unknown
Total Pages: 150
Release: 2009
Genre: Health services accessibility
ISBN: 2550572718

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Altering Frontiers

Altering Frontiers
Author: Corinne Grenier,Ewan Oiry
Publsiher: John Wiley & Sons
Total Pages: 72
Release: 2021-07-21
Genre: Business & Economics
ISBN: 9781786307071

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How can healthcare systems be transformed by reimagining their multiple silos to favor processes and practices that are more responsive to local, horizontal initiatives? Altering Frontiers analyzes numerous experiences, using a multidisciplinary approach, paying attention to certain actors, collectives and organizational arrangements. Through this work, levers are identified that promote lasting transformation: recognizing the legitimacy of the practices of many who are often "invisible"; trusting those who know their intervention territory; investing in methodological support; taking advantage of tools and procedures such as instruments for strategic and managerial discussion; and developing the capacity to absorb innovative ideas and experiences that circulate within the environment.

Aspects of Medical Care Administration

Aspects of Medical Care Administration
Author: Avedis Donabedian
Publsiher: Unknown
Total Pages: 680
Release: 1973
Genre: Health services administration
ISBN: CHI:14960017

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Canadiana

Canadiana
Author: Anonim
Publsiher: Unknown
Total Pages: 736
Release: 1988
Genre: Canada
ISBN: STANFORD:36105015652998

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Treatment of Tuberculosis

Treatment of Tuberculosis
Author: World Health Organization
Publsiher: Unknown
Total Pages: 60
Release: 1993
Genre: Antitubercular agents
ISBN: UIUC:30112118366886

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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?