Computers And Games For Mental Health And Well Being


Computers And Games For Mental Health And Well Being
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Computers And Games For Mental Health And Well Being


Computers And Games For Mental Health And Well Being
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Author : Yasser Khazaal
language : en
Publisher: Frontiers Media SA
Release Date : 2018-07-12

Computers And Games For Mental Health And Well Being written by Yasser Khazaal and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-12 with Video games in education categories.


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
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Author : Rachel Kowert
language : en
Publisher: Springer Nature
Release Date : 2019-12-02

Video Games And Well Being written by Rachel Kowert and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-02 with Psychology categories.


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
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Author : Rachel Kowert
language : en
Publisher: Frontiers Media SA
Release Date : 2021-10-04

Digital Games And Mental Health written by Rachel Kowert and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-10-04 with Science categories.




Psycho Social Perspectives On Mental Health And Well Being


Psycho Social Perspectives On Mental Health And Well Being
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Author : Padmanaban, Srinivasan
language : en
Publisher: IGI Global
Release Date : 2019-11-29

Psycho Social Perspectives On Mental Health And Well Being written by Padmanaban, Srinivasan and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-29 with Medical categories.


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.



Digital Innovations For Mental Health Support


Digital Innovations For Mental Health Support
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Author : Prescott, Julie
language : en
Publisher: IGI Global
Release Date : 2021-11-19

Digital Innovations For Mental Health Support written by Prescott, Julie and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-19 with Medical categories.


Given the migration to more technologically driven services and resources in today’s world, as well as the range of digital innovations and research that have taken shape throughout the COVID-19 pandemic, it is important to consider the role that such advancements have played in supporting mental health initiatives. Throughout the COVID-19 pandemic, mental health service providers utilized technology and online environments more than ever before to care for people’s mental health and emotional needs, which has forced us to raise questions like how COVID-19 has impacted mental health support and services and how technology has helped people with their mental health through this ongoing crisis, along with outlooks for the future. Digital Innovations for Mental Health Support explores a range of current developments and topics surrounding the application of technology in mental health services including the need to examine the availability and forms of technologies to support mental health, how technology is received by people and the providers of services utilizing technology, how online platforms are increasingly being used for support and how efficacious these are, as well as how they are monitored and the issues that arise from their use. This publication provides an outlet with chapters focusing on empirical studies across a variety disciplines that utilize technologies and online platforms to support mental health and emotional well-being, including psychology, counseling, medicine, education, and psychiatry. Covering topics such as counseling online and computer games to support mental health, it is ideal for researchers, academics, healthcare professionals, and students.



Encyclopedia Of Computer Graphics And Games


Encyclopedia Of Computer Graphics And Games
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Author : Newton Lee
language : en
Publisher: Springer Nature
Release Date : 2024-01-19

Encyclopedia Of Computer Graphics And Games written by Newton Lee and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-19 with Computers categories.


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



Nurturing Young Minds


Nurturing Young Minds
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Author : Ramesh Manocha
language : en
Publisher: Hachette UK
Release Date : 2018-09-13

Nurturing Young Minds written by Ramesh Manocha and has been published by Hachette UK this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-09-13 with Self-Help categories.


Being a teenager has never been easy, but the digital age has brought with it unique challenges for young people and the adults in their lives. Nurturing Young Minds: Mental Wellbeing in the Digital Age collects expert advice on how to tackle the terrors of the twenty-first century and is a companion to Growing Happy, Healthy Young Minds. A comprehensive and easily accessible guide for parents, teachers, counsellors and health care professionals, this book contains important advice about managing online behaviour, computer game addiction and cyberbullying, as well as essential information on learning disorders, social skills and emotional health. This volume includes up-to-date information on: Understanding Teen Sleep and Drowsy Kids Emotions and Relationships Shape the Brain of Children Understanding the Teenage Brain Healthy Habits for a Digital Life Online Time Management Problematic Internet Use and How to Manage It Computer Game Addiction and Mental Wellbeing Sexting: Realities and Risks Cyberbullying, Cyber-harassment and Revenge Porn The 'Gamblification' of Computer Games Violent Video Games and Violent Behaviour Talking to Young People about Online Porn and Sexual Images Advice for Parents: Be a Mentor, Not a Friend E-mental Health Programs and Interventions Could it be Asperger's? Dyslexia and Learning Difficulties Friendship and Social Skills The Commercialisation of Childhood Sexualisation: Why Should we be Concerned? Porn as a Public Health Crisis How Boys are Travelling and What They Most Need Understanding and Managing Anger and Aggression Understanding Boys' Health Needs



Game Playing For Active Ageing And Healthy Lifestyles


Game Playing For Active Ageing And Healthy Lifestyles
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Author : Ana Isabel Veloso
language : en
Publisher: CRC Press
Release Date : 2022-09-01

Game Playing For Active Ageing And Healthy Lifestyles written by Ana Isabel Veloso and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-09-01 with Science categories.


Given the increase in the ageing population and the evolvement of the Human-Computer Interaction field to a much more humanistic approach, debate is ongoing about designing technology-enabled products for active ageing and healthy lifestyles. Indeed, the mainstream game industry has been challenged with the emergence of an older target group, the advancements in gamification and the proliferation of SMART devices.Previous experience in the field has revealed that for many older adult gamers, games had a therapeutic effect through them being both cognitively challenged and rewarded. However it has also revealed that the gaming industry was not fulfilling their other motivations and accessibility needs.Furthermore, research to date has focused on the physical and cognitive effects of video games in the aging process. Up to now, the use of other active ageing dimensions that go beyond the health domains (i.e. sense of security, and participation in society) in games addressed to this target group remain unexplored.This book differs from current books on the market by focusing on games and the main implications to design for active ageing in terms of the market perspective, the information and communication society, behavioral design, mobility, urban and city planning, accessibility and assessment.



E Attachment And Online Communication


E Attachment And Online Communication
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Author : Katarzyna Sitnik-Warchulska
language : en
Publisher: Taylor & Francis
Release Date : 2022-08-30

E Attachment And Online Communication written by Katarzyna Sitnik-Warchulska and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-08-30 with Psychology categories.


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
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Author : Khosrow-Pour, Mehdi
language : en
Publisher: IGI Global
Release Date : 2014-07-31

Encyclopedia Of Information Science And Technology Third Edition written by Khosrow-Pour, Mehdi and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-31 with Computers categories.


"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.