Computers and Games for Mental Health and Well-Being

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Publisher : Frontiers Media SA
ISBN 13 : 2889454967
Total Pages : 311 pages
Book Rating : 4.8/5 (894 download)

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Book Synopsis Computers and Games for Mental Health and Well-Being by : Yasser Khazaal

Download or read book Computers and Games for Mental Health and Well-Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Author :
Publisher : Springer Nature
ISBN 13 : 3030327701
Total Pages : 176 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Video Games and Well-being by : Rachel Kowert

Download or read book Video Games and Well-being written by Rachel Kowert and published by Springer Nature. This book was released on 2019-12-02 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Psychology of Video Games

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Publisher : Routledge
ISBN 13 : 1000194760
Total Pages : 105 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis The Psychology of Video Games by : Celia Hodent

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Positive Computing

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Publisher : MIT Press
ISBN 13 : 0262028158
Total Pages : 299 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Positive Computing by : Rafael A. Calvo

Download or read book Positive Computing written by Rafael A. Calvo and published by MIT Press. This book was released on 2014-11-28 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: A case for building a digital environment that can make us happier and healthier, not just more productive, and a theoretical framework for doing so.

Digital Games and Mental Health

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Publisher : Frontiers Media SA
ISBN 13 : 2889714616
Total Pages : 218 pages
Book Rating : 4.8/5 (897 download)

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Book Synopsis Digital Games and Mental Health by : Rachel Kowert

Download or read book Digital Games and Mental Health written by Rachel Kowert and published by Frontiers Media SA. This book was released on 2021-10-04 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt:

SuperBetter

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Publisher : Penguin
ISBN 13 : 0698185501
Total Pages : 274 pages
Book Rating : 4.6/5 (981 download)

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Book Synopsis SuperBetter by : Jane McGonigal

Download or read book SuperBetter written by Jane McGonigal and published by Penguin. This book was released on 2015-09-15 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.

Multifaceted Approach to Digital Addiction and Its Treatment

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Publisher : IGI Global
ISBN 13 : 1522584501
Total Pages : 419 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Multifaceted Approach to Digital Addiction and Its Treatment by : Bozoglan, Bahadir

Download or read book Multifaceted Approach to Digital Addiction and Its Treatment written by Bozoglan, Bahadir and published by IGI Global. This book was released on 2019-06-14 with total page 419 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the internet, smartphones, and video games easily available to increasing portions of society, researchers are becoming concerned with the potential side effects and consequences of their prevalence in people’s daily lives. Many individuals are losing control of their internet use, using it and other devices excessively to the point that they negatively affect their wellbeing as these individuals withdraw from social life and use their devices to escape from the pressure of the real world. As such, it is imperative to seek new methods and strategies for identifying and treating individuals with digital addictions. Multifaceted Approach to Digital Addiction and Its Treatment is an essential research publication that explores the definition and different types of digital addiction, including internet addiction, smartphone addiction, and online gaming addition, and examines overall treatment approaches while covering sample cases by practitioners working with digital addiction. This book highlights topics such as neuroscience, pharmacology, and psychodynamics. It is ideal for psychologists, therapists, psychiatrists, counselors, health professionals, students, educators, researchers, and practitioners.

Music and Game

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Publisher : Springer Science & Business Media
ISBN 13 : 3531189131
Total Pages : 224 pages
Book Rating : 4.5/5 (311 download)

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Book Synopsis Music and Game by : Peter Moormann

Download or read book Music and Game written by Peter Moormann and published by Springer Science & Business Media. This book was released on 2012-08-11 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.

Glow Kids

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Publisher : Macmillan
ISBN 13 : 1250097991
Total Pages : 290 pages
Book Rating : 4.2/5 (5 download)

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Book Synopsis Glow Kids by : Nicholas Kardaras

Download or read book Glow Kids written by Nicholas Kardaras and published by Macmillan. This book was released on 2016-08-09 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In Glow Kids, Dr. Nicholas Kardaras will examine how technology-- more specifically, age-inappropriate screen tech, with all of its glowing ubiquity-- has profoundly affected the brains of an entire generation. Brain imaging research is showing that stimulating glowing screens are as dopaminergic (dopamine activating) to the brain's pleasure center as sex. And a growing mountain of clinical research correlates screen tech with disorders like ADHD, addiction, anxiety, depression, increased aggression, and even psychosis. Most shocking of all, recent brain imaging studies conclusively show that excessive screen exposure can neurologically damage a young person's developing brain in the same way that cocaine addiction can"--

Everything Bad is Good for You

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Publisher : Penguin
ISBN 13 : 1101158018
Total Pages : 274 pages
Book Rating : 4.1/5 (11 download)

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Book Synopsis Everything Bad is Good for You by : Steven Johnson

Download or read book Everything Bad is Good for You written by Steven Johnson and published by Penguin. This book was released on 2006-05-02 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

Psycho-Social Perspectives on Mental Health and Well-Being

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Publisher : IGI Global
ISBN 13 : 1799811867
Total Pages : 391 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Psycho-Social Perspectives on Mental Health and Well-Being by : Padmanaban, Srinivasan

Download or read book Psycho-Social Perspectives on Mental Health and Well-Being written by Padmanaban, Srinivasan and published by IGI Global. This book was released on 2019-11-29 with total page 391 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Publisher : Springer Nature
ISBN 13 : 3031231619
Total Pages : 2150 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Digital Innovations for Mental Health Support

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Publisher : IGI Global
ISBN 13 : 1799879933
Total Pages : 409 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Digital Innovations for Mental Health Support by : Prescott, Julie

Download or read book Digital Innovations for Mental Health Support written by Prescott, Julie and published by IGI Global. This book was released on 2021-11-19 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Universal Access in Human-Computer Interaction. Multimodality and Assistive Environments

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Publisher : Springer
ISBN 13 : 3030235637
Total Pages : 625 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Universal Access in Human-Computer Interaction. Multimodality and Assistive Environments by : Margherita Antona

Download or read book Universal Access in Human-Computer Interaction. Multimodality and Assistive Environments written by Margherita Antona and published by Springer. This book was released on 2019-07-10 with total page 625 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set constitutes the proceedings of the 13th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. UAHCI 2019 includes a total of 95 regular papers; they were organized in topical sections named: universal access theory, methods and tools; novel approaches to accessibility; universal access to learning and education; virtual and augmented reality in universal access; cognitive and learning disabilities; multimodal interaction; and assistive environments.

Fostering Consumer Well-Being

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Publisher : Springer Nature
ISBN 13 : 3031591445
Total Pages : 357 pages
Book Rating : 4.0/5 (315 download)

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Book Synopsis Fostering Consumer Well-Being by : Fatih Sonmez

Download or read book Fostering Consumer Well-Being written by Fatih Sonmez and published by Springer Nature. This book was released on with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt:

8th European Medical and Biological Engineering Conference

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Publisher : Springer Nature
ISBN 13 : 3030646106
Total Pages : 1198 pages
Book Rating : 4.0/5 (36 download)

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Book Synopsis 8th European Medical and Biological Engineering Conference by : Tomaz Jarm

Download or read book 8th European Medical and Biological Engineering Conference written by Tomaz Jarm and published by Springer Nature. This book was released on 2020-11-29 with total page 1198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book aims at informing on new trends, challenges and solutions, in the multidisciplinary field of biomedical engineering. It covers traditional biomedical engineering topics, as well as innovative applications such as artificial intelligence in health care, tissue engineering , neurotechnology and wearable devices. Further topics include mobile health and electroporation-based technologies, as well as new treatments in medicine. Gathering the proceedings of the 8th European Medical and Biological Engineering Conference (EMBEC 2020), held on November 29 - December 3, 2020, in Portorož, Slovenia, this book bridges fundamental and clinically-oriented research, emphasizing the role of education, translational research and commercialization of new ideas in biomedical engineering. It aims at inspiring and fostering communication and collaboration between engineers, physicists, biologists, physicians and other professionals dealing with cutting-edge themes in and advanced technologies serving the broad field of biomedical engineering.

British Qualifications 2016

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Publisher : Kogan Page Publishers
ISBN 13 : 0749474815
Total Pages : 600 pages
Book Rating : 4.7/5 (494 download)

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Book Synopsis British Qualifications 2016 by : Philip Kogan

Download or read book British Qualifications 2016 written by Philip Kogan and published by Kogan Page Publishers. This book was released on 2015-12-03 with total page 600 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its 46th edition, British Qualifications is the definitive one-volume guide to every qualification on offer in the United Kingdom. With an equal focus on vocational studies, this essential guide has full details of all institutions and organizations involved in the provision of further and higher education and is an essential reference source for careers advisors, students and employers. It also includes a comprehensive and up-to-date description of the structure of further and higher education in the UK. The book includes information on awards provided by over 350 professional institutions and accrediting bodies, details of academic universities and colleges and a full description of the current framework of academic and vocational education. It is compiled and checked annually to ensure accuracy of information.