Notice bibliographique
- Notice
Type(s) de contenu et mode(s) de consultation : Texte noté : sans médiation
Titre(s) : Video games and well-being [Texte imprimé] : press start / Rachel Kowert, editor
Publication : Cham : Palgrave Macmillan, copyright 2020
Description matérielle : 1 vol. (xvii-166 p.) ; 22 cm
Collection : Palgrave Studies in Cyberpsychology
Lien à la collection : Palgrave studies in cyberpsychology
Note(s) : Bibliogr. en fin de chapitres. IndexThis 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
Autre(s) auteur(s) : Kowert, Rachel. Éditeur scientifique
Sujet(s) : Jeux vidéo -- Psychologie Hygiène mentale Réalisation de soi
Indice(s) Dewey : 616.891 (23e éd.) = Troubles mentaux (médecine) - Traitement
Identifiants, prix et caractéristiques : ISBN 9783030327699. - ISBN 9783030327705. - ISBN 3030327701
Identifiant de la notice : ark:/12148/cb467053983
Notice n° : FRBNF46705398 (notice reprise d'un réservoir extérieur)
Table des matières : 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.