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Video Games and Well-being [[electronic resource] ] : Press Start / / edited by Rachel Kowert



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Titolo: Video Games and Well-being [[electronic resource] ] : Press Start / / edited by Rachel Kowert Visualizza cluster
Pubblicazione: Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2020
Edizione: 1st ed. 2020.
Descrizione fisica: 1 online resource (xvii, 166 pages) : illustrations
Disciplina: 616.89
Soggetto topico: Clinical psychology
Psychology
Digital media
Computer games—Programming
Psychiatry
Educational technology
Clinical Psychology
Behavioral Sciences and Psychology
Digital and New Media
Game Development
Digital Education and Educational Technology
Persona (resp. second.): KowertRachel
Nota di bibliografia: Includes bibliographical references and index.
Nota di contenuto: Preface; 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.
Sommario/riassunto: This 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.
Titolo autorizzato: Video Games and Well-being  Visualizza cluster
ISBN: 3-030-32770-1
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910367259403321
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serie: Palgrave Studies in Cyberpsychology, . 2946-2762