Language:
English
繁體中文
Help
圖資館首頁
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Video games and well-being press start /
~
Kowert, Rachel.
Video games and well-being press start /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Video games and well-beingedited by Rachel Kowert.
Reminder of title:
press start /
other author:
Kowert, Rachel.
Published:
Cham :Springer International Publishing :2020.
Description:
xvii, 166 p. :ill., digital ;24 cm.
Contained By:
Springer Nature eBook
Subject:
Clinical psychology.
Online resource:
https://doi.org/10.1007/978-3-030-32770-5
ISBN:
9783030327705$q(electronic bk.)
Video games and well-being press start /
Video games and well-being
press start /[electronic resource] :edited by Rachel Kowert. - Cham :Springer International Publishing :2020. - xvii, 166 p. :ill., digital ;24 cm. - Palgrave studies in cyberpsychology. - Palgrave studies in cyberpsychology..
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of "geek therapy." This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.
ISBN: 9783030327705$q(electronic bk.)
Standard No.: 10.1007/978-3-030-32770-5doiSubjects--Topical Terms:
328102
Clinical psychology.
LC Class. No.: RC466.8 / .V53 2020
Dewey Class. No.: 616.89
National Library of Medicine Call No.: BF 636
Video games and well-being press start /
LDR
:02032nmm a2200337 a 4500
001
592647
003
DE-He213
005
20200630031622.0
006
m d
007
cr nn 008maaau
008
210727s2020 sz s 0 eng d
020
$a
9783030327705$q(electronic bk.)
020
$a
9783030327699$q(paper)
024
7
$a
10.1007/978-3-030-32770-5
$2
doi
035
$a
978-3-030-32770-5
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
RC466.8
$b
.V53 2020
060
4
$a
BF 636
072
7
$a
MMJ
$2
bicssc
072
7
$a
PSY007000
$2
bisacsh
072
7
$a
MKM
$2
thema
082
0 4
$a
616.89
$2
23
090
$a
RC466.8
$b
.V652 2020
245
0 0
$a
Video games and well-being
$h
[electronic resource] :
$b
press start /
$c
edited by Rachel Kowert.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Palgrave Pivot,
$c
2020.
300
$a
xvii, 166 p. :
$b
ill., digital ;
$c
24 cm.
490
1
$a
Palgrave studies in cyberpsychology
520
$a
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.
650
0
$a
Clinical psychology.
$3
328102
650
0
$a
Computer games
$x
Programming.
$3
214996
650
0
$a
Digital media.
$3
287414
650
0
$a
Educational technology.
$3
222132
650
0
$a
Psychiatry.
$3
201470
650
0
$a
Psychology, Applied.
$3
237037
650
0
$a
Video games
$x
Psychological aspects.
$3
473921
650
2 4
$a
Applied Psychology.
$3
774472
650
2 4
$a
Digital/New Media.
$3
764448
650
2 4
$a
Game Development.
$3
761231
650
2 4
$a
Technology and Digital Education.
$3
738994
700
1
$a
Kowert, Rachel.
$3
883839
710
2
$a
SpringerLink (Online service)
$3
273601
773
0
$t
Springer Nature eBook
830
0
$a
Palgrave studies in cyberpsychology.
$3
757982
856
4 0
$u
https://doi.org/10.1007/978-3-030-32770-5
950
$a
Behavioral Science and Psychology (SpringerNature-41168)
based on 0 review(s)
ALL
電子館藏
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
000000192638
電子館藏
1圖書
電子書
EB RC466.8 .V652 2020 2020
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Multimedia file
https://doi.org/10.1007/978-3-030-32770-5
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login