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Book
Recherche psychosociale
Authors: ---
ISBN: 2760518272 1441609997 9781441609991 9782760518278 9782760513358 2760513351 Year: 2005 Publisher: Sainte-Foy [Que.] Presses de l'Université du Québec

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Abstract

Ce livre présente les concepts essentiels à maîtriser pour porter un jugement critique sur les écrits scientifiques et pour mener une recherche tant en psychologie que dans diverses disciplines des sciences sociales (psychoéducation, travail social, éducation, etc.).Tout en couvrant les thèmes traditionnels de la recherche scientifique, cette seconde édition se démarque de la précédente par la mise à jour de tous les chapitres ainsi que l'ajout d'un chapitre entier sur la recherche qualitative et des questions d'auto-apprentissage.


Book
L'entretien clinique à distance : manuel de visioconsultation
Authors: --- ---
ISSN: 2552822X ISBN: 9782749252520 2749252520 Year: 2016 Publisher: Toulouse : Erès,

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Une méthodologie des entretiens cliniques sur Internet, avec une explication des spécificités de la psychothérapie à distance, de la cyberpsychologie, de la place du corps dans la consultation vidéo, ainsi que les modalités de l'intersubjectivité dans ce contexte. ©Electre 2017


Book
L'entretien clinique à distance : manuel de vidéoconsultation
Authors: --- ---
ISBN: 274925504X Year: 2016 Publisher: Toulouse, France : Érès,

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Après avoir exercé une dizaine d'années comme psychologue clinicienne dans un service d'accueil téléphonique, l'auteure a conçu et expérimenté un dispositif d'entretien clinique à distance via internet qui s'approche le plus possible du cadre classique. Son but n'est pas de remplacer la consultation dans le bureau du psychologue, mais d'augmenter les possibilités d'une écoute clinique, dans des situations où, pour diverses raisons, elle est limitée. Comment adapter la consultation d'un psychologue à la relation assistée par ordinateur, tout en préservant la dimension symbolique de l'échange dans un espace tiers ? Qu'en est-il de la place du corps et du regard en visioconsultation ? Comment travailler avec la réalité psychique à distance, sans tomber dans le piège d'une relation en miroir ? Qu'en est-il des processus transféro-contre-transférentiels apparaissant dans ce cadre ? Lise Haddouk présente ici la méthodologie et les spécificités de ces entretiens qui allient les apports des nouvelles technologies à ceux de la théorie psychodynamique. Son travail s'inscrit dans le champ de la cyberpsychologie (psychologie du numérique) à la frontière de la psychologie cognitivo-comportementale, des neurosciences et de la psychologie sociale qu'elle enrichit en intégrant l'apport de la psychologie clinique d'inspiration psychanalytique.


Book
Virtual Reality for Psychological and Neurocognitive Interventions
Authors: --- ---
ISBN: 9781493994823 Year: 2019 Publisher: New York, NY Springer New York :Imprint: Springer

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Book
Annual review of cybertherapy and telemedicine 2011 : advanced technologies in behavorial, social and neurosciences
Authors: --- ---
ISBN: 6613289817 1283289814 9781607507666 1607507668 Year: 2011 Publisher: Amsterdam, The Netherlands : IOS Press,

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The field of cybertherapy is becoming more widely accepted and implemented. The advantages that tele-health and mobile health have to offer, such as more readily accessible medical records, reliable user-friendly health advice on demand and patient-centric care are undeniable, and have resulted in exciting advances in how the needs of patients and caregivers alike are addressed. Better educated patients are becoming more responsible and proactive, taking charge of their own health and adopting and adhering to healthier lifestyle choices, and the goal of a healthy population and more efficient and effective healthcare becomes more attainable each day.


Book
Computers and games for mental health and well-being
Authors: --- --- --- ---
Year: 2018 Publisher: Frontiers Media SA

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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?


Book
Computers and games for mental health and well-being
Authors: --- --- --- ---
Year: 2018 Publisher: Frontiers Media SA

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Abstract

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?


Book
Computers and games for mental health and well-being
Authors: --- --- --- ---
Year: 2018 Publisher: Frontiers Media SA

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Abstract

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?

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