Video games and well-being : press start / edited by Rachel Kowert.
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 b...
I tiakina i:
Ētahi atu kaituhi: | |
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Hōputu: | iPukapuka |
Reo: | English |
I whakaputaina: |
Cham, Switzerland :
Palgrave Macmillan,
[2020]
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Rangatū: | Palgrave studies in cyberpsychology.
Palgrave pivot. |
Ngā marau: | |
Urunga tuihono: | Springer eBooks |
Whakarāpopototanga: | 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 |
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Whakaahuatanga ōkiko: | 1 online resource (xvii, 166 pages). |
Rārangi puna kōrero: | Includes bibliographical references and index. |
ISBN: | 3030327698 9783030327699 3030327701 9783030327705 |