Computers and games for mental health and well-being / / edited by Yasser Khazaal, Jerome Favrod, Anna Sort, Francois Borgeat and Stephane Bouchard ; published in Frontiers in Psychiatry and Frontiers in Public Health.
Recent 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,...
Saved in:
Superior document: | Frontiers Research Topics |
---|---|
TeilnehmendeR: | |
Year of Publication: | 2018 |
Language: | English |
Series: | Frontiers Research Topics
|
Physical Description: | 1 electronic resource (311 p.) |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
id |
993544455104498 |
---|---|
ctrlnum |
(CKB)4920000000094357 (oapen)https://directory.doabooks.org/handle/20.500.12854/43726 (EXLCZ)994920000000094357 |
collection |
bib_alma |
record_format |
marc |
spelling |
Computers and games for mental health and well-being / edited by Yasser Khazaal, Jerome Favrod, Anna Sort, Francois Borgeat and Stephane Bouchard ; published in Frontiers in Psychiatry and Frontiers in Public Health. Frontiers Media SA 2018 1 electronic resource (311 p.) text txt rdacontent computer c rdamedia online resource cr rdacarrier Frontiers Research Topics Recent 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? English Creative Commons * https://creativecommons.org/licenses/* Description based on online resource; title from PDF title page (https://www.frontiersin.org, viewed June 17, 2021) Editorial -- 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. Unrestricted online access star e-health m-health virtual reality Internet treatment mental health smartphone apps cognitive behavior therapy augmented reality serious games schizophrenia Video games in education Mental health. 2-88945-496-7 Khazaal, Yasser, editor of compilation. Favrod, Jérôme, editor of compilation. Sort, Anna, editor of compilation. Borgeat, François, editor of compilation. Bouchard, Stéphane, editor of compilation. |
language |
English |
format |
eBook |
author2 |
Khazaal, Yasser, Favrod, Jérôme, Sort, Anna, Borgeat, François, Bouchard, Stéphane, |
author_facet |
Khazaal, Yasser, Favrod, Jérôme, Sort, Anna, Borgeat, François, Bouchard, Stéphane, |
author2_role |
TeilnehmendeR TeilnehmendeR TeilnehmendeR TeilnehmendeR TeilnehmendeR |
title |
Computers and games for mental health and well-being / |
spellingShingle |
Computers and games for mental health and well-being / Frontiers Research Topics Editorial -- 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. |
title_full |
Computers and games for mental health and well-being / edited by Yasser Khazaal, Jerome Favrod, Anna Sort, Francois Borgeat and Stephane Bouchard ; published in Frontiers in Psychiatry and Frontiers in Public Health. |
title_fullStr |
Computers and games for mental health and well-being / edited by Yasser Khazaal, Jerome Favrod, Anna Sort, Francois Borgeat and Stephane Bouchard ; published in Frontiers in Psychiatry and Frontiers in Public Health. |
title_full_unstemmed |
Computers and games for mental health and well-being / edited by Yasser Khazaal, Jerome Favrod, Anna Sort, Francois Borgeat and Stephane Bouchard ; published in Frontiers in Psychiatry and Frontiers in Public Health. |
title_auth |
Computers and games for mental health and well-being / |
title_new |
Computers and games for mental health and well-being / |
title_sort |
computers and games for mental health and well-being / |
series |
Frontiers Research Topics |
series2 |
Frontiers Research Topics |
publisher |
Frontiers Media SA |
publishDate |
2018 |
physical |
1 electronic resource (311 p.) |
contents |
Editorial -- 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. |
isbn |
2-88945-496-7 |
callnumber-first |
L - Education |
callnumber-subject |
LB - Theory and Practice of Education |
callnumber-label |
LB1028 |
callnumber-sort |
LB 41028.75 |
illustrated |
Not Illustrated |
dewey-hundreds |
300 - Social sciences |
dewey-tens |
370 - Education |
dewey-ones |
371 - Schools & their activities; special education |
dewey-full |
371.33/7 |
dewey-sort |
3371.33 17 |
dewey-raw |
371.33/7 |
dewey-search |
371.33/7 |
work_keys_str_mv |
AT khazaalyasser computersandgamesformentalhealthandwellbeing AT favrodjerome computersandgamesformentalhealthandwellbeing AT sortanna computersandgamesformentalhealthandwellbeing AT borgeatfrancois computersandgamesformentalhealthandwellbeing AT bouchardstephane computersandgamesformentalhealthandwellbeing |
status_str |
n |
ids_txt_mv |
(CKB)4920000000094357 (oapen)https://directory.doabooks.org/handle/20.500.12854/43726 (EXLCZ)994920000000094357 |
carrierType_str_mv |
cr |
hierarchy_parent_title |
Frontiers Research Topics |
is_hierarchy_title |
Computers and games for mental health and well-being / |
container_title |
Frontiers Research Topics |
author2_original_writing_str_mv |
noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField |
_version_ |
1797653514107748354 |
fullrecord |
<?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>05706nam-a2200517z--4500</leader><controlfield tag="001">993544455104498</controlfield><controlfield tag="005">20240424230126.0</controlfield><controlfield tag="006">m o d </controlfield><controlfield tag="007">cr|mn|---annan</controlfield><controlfield tag="008">202102s2018 xx |||||o ||| 0|eng d</controlfield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(CKB)4920000000094357</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(oapen)https://directory.doabooks.org/handle/20.500.12854/43726</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(EXLCZ)994920000000094357</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="050" ind1="0" ind2="0"><subfield code="a">LB1028.75</subfield></datafield><datafield tag="082" ind1="0" ind2="0"><subfield code="a">371.33/7</subfield><subfield code="2">23</subfield></datafield><datafield tag="245" ind1="0" ind2="0"><subfield code="a">Computers and games for mental health and well-being /</subfield><subfield code="c">edited by Yasser Khazaal, Jerome Favrod, Anna Sort, Francois Borgeat and Stephane Bouchard ; published in Frontiers in Psychiatry and Frontiers in Public Health.</subfield></datafield><datafield tag="260" ind1=" " ind2=" "><subfield code="b">Frontiers Media SA</subfield><subfield code="c">2018</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 electronic resource (311 p.)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="1" ind2=" "><subfield code="a">Frontiers Research Topics</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">Recent 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?</subfield></datafield><datafield tag="546" ind1=" " ind2=" "><subfield code="a">English</subfield></datafield><datafield tag="540" ind1=" " ind2=" "><subfield code="a">Creative Commons *</subfield><subfield code="u">https://creativecommons.org/licenses/*</subfield></datafield><datafield tag="588" ind1=" " ind2=" "><subfield code="a">Description based on online resource; title from PDF title page (https://www.frontiersin.org, viewed June 17, 2021)</subfield></datafield><datafield tag="505" ind1="2" ind2=" "><subfield code="a">Editorial -- 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.</subfield></datafield><datafield tag="506" ind1="0" ind2=" "><subfield code="f">Unrestricted online access</subfield><subfield code="2">star</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">e-health</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">m-health</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">virtual reality</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Internet treatment</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">mental health</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">smartphone apps</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">cognitive behavior therapy</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">augmented reality</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">serious games</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">schizophrenia</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games in education</subfield><subfield code="x">Mental health.</subfield></datafield><datafield tag="776" ind1=" " ind2=" "><subfield code="z">2-88945-496-7</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Khazaal, Yasser,</subfield><subfield code="e">editor of compilation.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Favrod, Jérôme,</subfield><subfield code="e">editor of compilation.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Sort, Anna,</subfield><subfield code="e">editor of compilation.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Borgeat, François,</subfield><subfield code="e">editor of compilation.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Bouchard, Stéphane,</subfield><subfield code="e">editor of compilation.</subfield></datafield><datafield tag="906" ind1=" " ind2=" "><subfield code="a">BOOK</subfield></datafield><datafield tag="ADM" ind1=" " ind2=" "><subfield code="b">2024-04-26 03:06:18 Europe/Vienna</subfield><subfield code="f">system</subfield><subfield code="c">marc21</subfield><subfield code="a">2019-11-10 04:18:40 Europe/Vienna</subfield><subfield code="g">false</subfield></datafield><datafield tag="AVE" ind1=" " ind2=" "><subfield code="i">DOAB Directory of Open Access Books</subfield><subfield code="P">DOAB Directory of Open Access Books</subfield><subfield code="x">https://eu02.alma.exlibrisgroup.com/view/uresolver/43ACC_OEAW/openurl?u.ignore_date_coverage=true&portfolio_pid=5337629150004498&Force_direct=true</subfield><subfield code="Z">5337629150004498</subfield><subfield code="b">Available</subfield><subfield code="8">5337629150004498</subfield></datafield></record></collection> |