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?

Mental Health in Children

Mental Health in Children PDF Author: D. V. Siva Sankar
Publisher:
ISBN:
Category : Child psychiatry
Languages : en
Pages : 772

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Book Description


Collaboration with Parents of Exceptional Children

Collaboration with Parents of Exceptional Children PDF Author: Marvin J. Fine
Publisher:
ISBN:
Category : Family & Relationships
Languages : en
Pages : 376

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Book Description


Burnout

Burnout PDF Author: Ayala M. Pines
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description


Feminist Philosophies of Life

Feminist Philosophies of Life PDF Author: Hasana Sharp
Publisher: McGill-Queen's Press - MQUP
ISBN: 0773599274
Category : Philosophy
Languages : en
Pages :

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Book Description
Much of the history of Western ethical thought has revolved around debates about what constitutes a good life, and claims that a good life is achievable only by certain human beings. In Feminist Philosophies of Life, feminist, new materialist, posthumanist, and ecofeminist philosophers challenge this tendency, approaching the question of life from alternative perspectives. Signalling the importance of distinctively feminist reflections on matters of shared concern, Feminist Philosophies of Life not only exposes the propensity of discourses to normalize and exclude differently abled, racialized, feminized, and gender nonconforming people, it also asks questions about how life is constituted and understood without limiting itself to the human. A collection of articles that focuses on life as an organizing principle for ontology, ethics, and politics, chapters of this study respond to feminist thinkers such as Gloria Anzaldúa, Judith Butler, Adriana Cavarero, Simone de Beauvoir, Luce Irigaray, and Søren Kierkegaard. Divided into three parts, the book debates the question of life in and against the emerging school of new feminist materialism, provides feminist phenomenological and existentialist accounts of life, and focuses on lives marked by a particular precarity such as disability or incarceration, as well as life in the face of a changing climate. Calling for a broader account of lived experience, Feminist Philosophies of Life contains persuasive, original, and diverse analyses that address some of the most crucial feminist issues. Contributors include Christine Daigle (Brock University), Shannon Dea (University of Waterloo), Lindsay Eales (University of Alberta), Elizabeth Grosz (Duke University), Lisa Guenther (Vanderbilt University), Lynne Huffer (Emory University), Ada Jaarsma (Mount Royal University), Stephanie Jenkins (Oregon State University), Ladelle McWhorter (University of Richmond), Jane Barter Moulaison (University of Winnipeg), Astrida Neimanis (University of Sydney), Danielle Peers (University of Alberta), Stephen Seely (Rutgers University), Hasana Sharp (McGill University), Chloë Taylor (University of Alberta), Florentien Verhage (Washington and Lee University), Rachel Loewen Walker (Out Saskatoon), and Cynthia Willett (Emory University).

Language Contact and Bilingualism

Language Contact and Bilingualism PDF Author: René Appel
Publisher: Amsterdam University Press
ISBN: 9053568573
Category : Social Science
Languages : en
Pages : 229

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Book Description
What happens – sociologically, linguistically, educationally, politically – when more than one language is in regular use in a community? How do speakers handle these languages simultaneously, and what influence does this language contact have on the languages involved? Although most people in the world use more than one language in everyday life, the approach to the study of language has usually been that monolingualism is the norm. The recent interest in bilingualism and language contact has led to a number of new approaches, based on research in communities in many different parts of the world. This book draws together this diverse research, looking at examples from many different situations, to present the topic in any easily accessible form. Language contact is looked at from four distinct perspectives. The authors consider bilingual societies; bilingual speakers; language use in the bilingual community; finally language itself (do languages change when in contact with each other? Can they borrow rules of grammar, or just words? How can new languages emerge from language contact?). The result is a clear, concise synthesis offering a much-needed overview of this lively area of language study.

Fluorescence Lifetime Spectroscopy and Imaging

Fluorescence Lifetime Spectroscopy and Imaging PDF Author: Laura Marcu
Publisher: CRC Press
ISBN: 1439861684
Category : Science
Languages : en
Pages : 554

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Book Description
During the past two decades, there has been an increasing appreciation of the significant value that lifetime-based techniques can add to biomedical studies and applications of fluorescence. Bringing together perspectives of different research communities, Fluorescence Lifetime Spectroscopy and Imaging: Principles and Applications in Biomedical Dia

Bilingualism

Bilingualism PDF Author: Hugo Baetens Beardsmore
Publisher: Multilingual Matters
ISBN: 9780905028637
Category : Education
Languages : en
Pages : 220

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Book Description
This revised edition of a major textbook provides an introduction to the queries that arise in connection with bilingualism and the effect it has on the personality. It underlines the normality of speaking and using more than one language and aims to dispel many myths and fears. It should interest all types of reader - parents, educators and policy makers, as well as language specialists.

Talking to the Diaspora

Talking to the Diaspora PDF Author: Lee Maracle
Publisher: Arp Books
ISBN: 9781894037655
Category : Canadian poetry
Languages : en
Pages : 0

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Book Description
In a career that has spanned more than a quarter century, Lee Maracle has earned the reputation as one of Canada's most ardent and celebrated writers. Talking to the Diaspora, Maracle's second book of poetry, is at once personal and profound. From the revolutionary "Where Is that Odd Dandelion-Looking-Flower" to the tender poem "Salmon Dance," from the biting "Language" to the elegiac "Boy in the Archives," these poems embody the fearless passion and spirited wit for which Lee Maracle is beloved and revered.

The Bloody Countess

The Bloody Countess PDF Author: Valentine Penrose
Publisher: SCB Distributors
ISBN: 1909923427
Category : History
Languages : en
Pages : 200

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Book Description
Descended from one of the most ancient aristocratic families of Europe, Erzsebet Bathory bore the psychotic aberrations of centuries of intermarriage. From adolescence she indulged in sadistic lesbian fantasies, where only the spilling of a woman’s blood could satisfy her urges. By middle age, she had regressed to a mirror-fixated state of pathological necro-sadism involving witchcraft, torture, blood-drinking, cannibalism and wholesale slaughter. These years, at the latter end of the 16th century, witnessed a reign of cruelty unsurpassed in the annals of mass murder, with the Countess’ depredations on the virgin girls of the Carpathians leading to some 650 deaths. Her many castles were equipped with chambers where she would hideously torture and mutilate her victims; hundreds of girls were killed and processed for the ultimate, youth-giving ritual: the bath of blood. The Bloody Countess is Valentine Penrose’s true, disturbing case history of a female psychopath, a chillingly lyrical account beautifully translated by Alexander Trocchi (author of Cain’s Book), which has an unequalled power to evoke the decadent melancholy of doomed, delinquent aristocracy in a dark age of superstition.