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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.
Clinical psychology. --- Psychology, Applied. --- Digital media. --- Computer games—Programming. --- Psychiatry. --- Educational technology. --- Clinical Psychology. --- Applied Psychology. --- Digital/New Media. --- Game Development. --- Technology and Digital Education. --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Applied psychology --- Psychagogy --- Psychology, Practical --- Social psychotechnics --- Psychology --- Medicine and psychology --- Mental health --- Psychology, Pathological --- Psychiatry --- Psychology, Applied --- Psychological tests --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Aids and devices --- Psychology. --- Behavioral Sciences and Psychology. --- Digital and New Media. --- Digital Education and Educational Technology. --- Behavioral sciences --- Mental philosophy --- Mind --- Science, Mental --- Human biology --- Philosophy --- Soul
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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.”
Social psychology --- Computer. Automation --- geneeskunde. --- psychologie. --- video games.
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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.
Psychology --- Computer assisted instruction --- Audiovisual methods --- Psychiatry --- Mass communications --- Computer. Automation --- games --- psychiatrie --- toegepaste psychologie --- onderwijstechnologie --- sociale media --- computerondersteund onderwijs --- klinische psychologie
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Internet games --- Shared virtual environments. --- Social aspects. --- Jeux sur Internet --- Environnements virtuels partagés --- Aspect social --- Computer. Automation --- Sociology of culture --- Environnements virtuels partagés. --- Aspect social. --- Video games --- Environnements virtuels partagés.
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Video games --- Video games --- Video games --- History. --- Social aspects. --- Psychological aspects.
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Video games --- Video gamers --- Radicalization. --- Radicalism. --- Political aspects. --- Political activity.
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Psychology --- Computer assisted instruction --- Audiovisual methods --- Psychiatry --- Mass communications --- Computer. Automation --- games --- psychiatrie --- toegepaste psychologie --- onderwijstechnologie --- sociale media --- computerondersteund onderwijs --- klinische psychologie
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