LEADER 05410nam 2200505z- 450 001 9910346735303321 005 20240424230126.0 035 $a(CKB)4920000000094357 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/43726 035 $a(EXLCZ)994920000000094357 100 $a20202102d2018 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aComputers and games for mental health and well-being /$fedited by Yasser Khazaal, Jerome Favrod, Anna Sort, Francois Borgeat and Stephane Bouchard ; published in Frontiers in Psychiatry and Frontiers in Public Health 210 $cFrontiers Media SA$d2018 215 $a1 electronic resource (311 p.) 225 1 $aFrontiers Research Topics 311 $a2-88945-496-7 327 $aEditorial -- Opportunities and Challenges -- Prevention of Mental Disorders -- Serious Games -- Sensor-Related Technologies -- Smartphone Apps -- Computer-Supported Treatments -- Virtual Reality and Augmented Reality -- Schizophrenia and Related Disorders. 330 $aRecent 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? 606 $aVideo games in education$xMental health 610 $ae-health 610 $am-health 610 $avirtual reality 610 $aInternet treatment 610 $amental health 610 $asmartphone apps 610 $acognitive behavior therapy 610 $aaugmented reality 610 $aserious games 610 $aschizophrenia 615 0$aVideo games in education$xMental health. 676 $a371.33/7 702 $aKhazaal$b Yasser 702 $aFavrod$b Je?ro?me 702 $aSort$b Anna 702 $aBorgeat$b Franc?ois 702 $aBouchard$b Ste?phane 906 $aBOOK 912 $a9910346735303321 996 $aComputers and Games for Mental Health and Well-Being$93038951 997 $aUNINA