Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being PDF Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311

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Book Description
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?

Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being PDF Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311

Get Book Here

Book Description
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?

Computers in Psychiatry/psychology

Computers in Psychiatry/psychology PDF Author:
Publisher:
ISBN:
Category : Electronic data processing
Languages : en
Pages : 152

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Book Description


Hands-on Help

Hands-on Help PDF Author: Isaac M. Marks
Publisher: Psychology Press
ISBN: 1135430446
Category : Psychology
Languages : en
Pages : 316

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Book Description
Hands-on Help is a narrative review of the mushrooming field of computer-aided psychotherapy for mental health problems as a whole, from the time it began in the 1960’s through to the present day. The many types of computer-aided psychotherapy and how each might be accessed are detailed together with the pros and cons of such help and the functions it can serve. The authors review prevention as well as treatment. The book describes and summarizes 97 computer-aided self-help systems in 175 studies according to the types of problem they aim to alleviate. These include phobic, panic, obsessive-compulsive and post-traumatic disorders, depression, anxiety, eating disorders, sexual problems, smoking, alcohol and drug misuse, schizophrenia, insomnia, pain and tinnitus distress, and childhood problems such as encopresis, autism and asthma. Within each type of problem the systems are described according to whether they are used on the internet, CD-ROM, phone, handheld or other device. The final chapter shows how internet self-help systems with phone or email support allow clinics to become more virtual than physical. It also discusses methods of screening suitability and of supporting users, constraints to delivery, uptake and completion, cost-effectiveness, and the place of computer-aided self-help in healthcare provision. This informative book will be essential reading for psychiatrists, psychologists and all other mental health professionals interested in broadening their understanding of computer-aided psychotherapy.

Computational Psychiatry

Computational Psychiatry PDF Author: Peggy Series
Publisher: MIT Press
ISBN: 0262360713
Category : Psychology
Languages : en
Pages : 344

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Book Description
The first introductory textbook in the emerging, fast-developing field of computational psychiatry. Computational psychiatry applies computational modeling and theoretical approaches to psychiatric questions, focusing on building mathematical models of neural or cognitive phenomena relevant to psychiatric diseases. It is a young and rapidly growing field, drawing on concepts from psychiatry, psychology, computer science, neuroscience, electrical and chemical engineering, mathematics, and physics. This book, accessible to nonspecialists, offers the first introductory textbook in computational psychiatry.

Computer Applications in Mental Health

Computer Applications in Mental Health PDF Author: Marvin Miller
Publisher: Routledge
ISBN: 1317756916
Category : Psychology
Languages : en
Pages : 167

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Book Description
This practical book describes computer programs designed specifically for mental health clinicians and their work. It examines a variety of computer resources and some of the latest developments in the field. Computer Applications in Mental Health provides examples of computer programs that have proved helpful in private practice and institutional treatment settings. Among the programs discussed in the book are those that have succeeded or failed within the large Veterans Administration computer system; a system designed to help choose the best reinforcers to use with patients in a behavioral program; a computerized self-administered screening battery in use in community health center settings; patient education programs useful in caring for the chronic mentally ill; and a reminder system for helping the hospital-based clinician meet paperwork deadlines. Encouraging mental health professionals to investigate the types of computer technology available to them, this book also stimulates further development and sharing of computer software.To enable readers to seek out more information on certain systems and programs, this book lists many computer resources. Several of the software packages evaluated are available on computerized bulletin board systems at no cost beyond that of a long distance phone call. Although Computer Applications in Mental Health is primarily for mental health clinicians, administrators and computer programmers within mental health settings can also find useful information in this book.

Mental Health in the Digital Age

Mental Health in the Digital Age PDF Author: Elias Aboujaoude
Publisher: Oxford University Press, USA
ISBN: 019938018X
Category : Computers
Languages : en
Pages : 305

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Book Description
Mental Health in the Digital Age, written by distinguished international experts, comprehensively examines the intersection between digital technology and mental health. It provides a state-of-the-art, evidence-based, and well-balanced review and is a valuable guide to an area often shrouded in controversy.

Research in Mental Health Computer Applications

Research in Mental Health Computer Applications PDF Author:
Publisher:
ISBN:
Category : Community health aides
Languages : en
Pages : 144

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Book Description


Artificial Intelligence in Behavioral and Mental Health Care

Artificial Intelligence in Behavioral and Mental Health Care PDF Author: David D. Luxton
Publisher: Academic Press
ISBN: 0128007923
Category : Psychology
Languages : en
Pages : 309

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Book Description
Artificial Intelligence in Behavioral and Mental Health Care summarizes recent advances in artificial intelligence as it applies to mental health clinical practice. Each chapter provides a technical description of the advance, review of application in clinical practice, and empirical data on clinical efficacy. In addition, each chapter includes a discussion of practical issues in clinical settings, ethical considerations, and limitations of use. The book encompasses AI based advances in decision-making, in assessment and treatment, in providing education to clients, robot assisted task completion, and the use of AI for research and data gathering. This book will be of use to mental health practitioners interested in learning about, or incorporating AI advances into their practice and for researchers interested in a comprehensive review of these advances in one source. - Summarizes AI advances for use in mental health practice - Includes advances in AI based decision-making and consultation - Describes AI applications for assessment and treatment - Details AI advances in robots for clinical settings - Provides empirical data on clinical efficacy - Explores practical issues of use in clinical settings

Personalized Psychiatry

Personalized Psychiatry PDF Author: Bernhard Baune
Publisher: Academic Press
ISBN: 0128131772
Category : Medical
Languages : en
Pages : 594

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Book Description
Personalized Psychiatry presents the first book to explore this novel field of biological psychiatry that covers both basic science research and its translational applications. The book conceptualizes personalized psychiatry and provides state-of-the-art knowledge on biological and neuroscience methodologies, all while integrating clinical phenomenology relevant to personalized psychiatry and discussing important principles and potential models. It is essential reading for advanced students and neuroscience and psychiatry researchers who are investigating the prevention and treatment of mental disorders. - Combines neurobiology with basic science methodologies in genomics, epigenomics and transcriptomics - Demonstrates how the statistical modeling of interacting biological and clinical information could transform the future of psychiatry - Addresses fundamental questions and requirements for personalized psychiatry from a basic research and translational perspective

Computational Psychiatry

Computational Psychiatry PDF Author: A. David Redish
Publisher: MIT Press
ISBN: 0262035421
Category : Science
Languages : en
Pages : 425

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Book Description
Psychiatrists and neuroscientists discuss the potential of computational approaches to address problems in psychiatry including diagnosis, treatment, and integration with neurobiology. Modern psychiatry is at a crossroads, as it attempts to balance neurological analysis with psychological assessment. Computational neuroscience offers a new lens through which to view such thorny issues as diagnosis, treatment, and integration with neurobiology. In this volume, psychiatrists and theoretical and computational neuroscientists consider the potential of computational approaches to psychiatric issues. This unique collaboration yields surprising results, innovative synergies, and novel open questions. The contributors consider mechanisms of psychiatric disorders, the use of computation and imaging to model psychiatric disorders, ways that computation can inform psychiatric nosology, and specific applications of the computational approach. Contributors Susanne E. Ahmari, Huda Akil, Deanna M. Barch, Matthew Botvinick, Michael Breakspear, Cameron S. Carter, Matthew V. Chafee, Sophie Denève, Daniel Durstewitz, Michael B. First, Shelly B. Flagel, Michael J. Frank, Karl J. Friston, Joshua A. Gordon, Katia M. Harlé, Crane Huang, Quentin J. M. Huys, Peter W. Kalivas, John H. Krystal, Zeb Kurth-Nelson, Angus W. MacDonald III, Tiago V. Maia, Robert C. Malenka, Sanjay J. Mathew, Christoph Mathys, P. Read Montague, Rosalyn Moran, Theoden I. Netoff, Yael Niv, John P. O'Doherty, Wolfgang M. Pauli, Martin P. Paulus, Frederike Petzschner, Daniel S. Pine, A. David Redish, Kerry Ressler, Katharina Schmack, Jordan W. Smoller, Klaas Enno Stephan, Anita Thapar, Heike Tost, Nelson Totah, Jennifer L. Zick