LEADER 04025nam 22007095 450 001 9910367259403321 005 20230224133345.0 010 $a3-030-32770-1 024 7 $a10.1007/978-3-030-32770-5 035 $a(CKB)4100000009940113 035 $a(MiAaPQ)EBC5989055 035 $a(DE-He213)978-3-030-32770-5 035 $a(EXLCZ)994100000009940113 100 $a20191202d2020 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVideo Games and Well-being $ePress Start /$fedited by Rachel Kowert 205 $a1st ed. 2020. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Pivot,$d2020. 215 $a1 online resource (xvii, 166 pages) $cillustrations 225 1 $aPalgrave Studies in Cyberpsychology,$x2946-2762 320 $aIncludes bibliographical references and index. 327 $aPreface; Eve Crevoshay -- Chapter 1: Digital games and well-being: An overview; Felix Reer, Thorsten Quandt -- Chapter 2: Press Reset; Chelsea Hughes -- Chapter 3: Explore the Map; Shane Tilton -- Chapter 4: Oh me, Oh My! Identity development through video games; Sarah Sawyer -- Chapter 5: Forever questing and ?gitting gud?; Jamie Madigan -- Chapter 6: +1 Strength, +1 Faith: Positive psychology and gaming; Ryan Kelly -- Chapter 7: Gaming the mind and minding the game: Mindfulness and flow in video games; Mark Cruea -- Chapter 8: Follow the Trail of Enemies; Emory Stephen Daniel -- Chapter 9: You are the one foretold; Finding yourself through the journey; Megan Connell, Kelli Dunlap -- Chapter 10: Extra lives; Raffael Boccamazzo -- Chapter 11: Concluding comments; Rachel Kowert. 330 $aThis book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of ?geek therapy.? This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience. 410 0$aPalgrave Studies in Cyberpsychology,$x2946-2762 606 $aClinical psychology 606 $aPsychology 606 $aDigital media 606 $aComputer games?Programming 606 $aPsychiatry 606 $aEducational technology 606 $aClinical Psychology 606 $aBehavioral Sciences and Psychology 606 $aDigital and New Media 606 $aGame Development 606 $aPsychiatry 606 $aDigital Education and Educational Technology 615 0$aClinical psychology. 615 0$aPsychology. 615 0$aDigital media. 615 0$aComputer games?Programming. 615 0$aPsychiatry. 615 0$aEducational technology. 615 14$aClinical Psychology. 615 24$aBehavioral Sciences and Psychology. 615 24$aDigital and New Media. 615 24$aGame Development. 615 24$aPsychiatry. 615 24$aDigital Education and Educational Technology. 676 $a616.89 676 $a794.815 702 $aKowert$b Rachel$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910367259403321 996 $aVideo Games and Well-being$91965922 997 $aUNINA