LEADER 01314nam 22003853 450 001 9911047869503321 005 20251221090326.0 010 $a3-8394-6856-6 035 $a(CKB)44308320300041 035 $a(MiAaPQ)EBC32462641 035 $a(Au-PeEL)EBL32462641 035 $a(OCoLC)1564843897 035 $a(EXLCZ)9944308320300041 100 $a20251221d2025 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVideo Games and Mental Health $ePerspectives of Psychology and Game Design 205 $a1st ed. 210 1$aBielefeld :$ctranscript Verlag,$d2025. 210 4$dİ2026. 215 $a1 online resource (229 pages) 311 08$a3-8376-6856-8 330 $aHow do video games and mental health intersect from the perspectives of psychology and game design?In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. 676 $a794.8019 700 $aAlvarez Igarza?bal$b Federico$01379851 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9911047869503321 996 $aVideo Games and Mental Health$94530662 997 $aUNINA