書目名稱 | Video Games and Well-being | 副標(biāo)題 | Press Start | 編輯 | Rachel Kowert | 視頻video | http://file.papertrans.cn/983/982917/982917.mp4 | 概述 | Presents research to demonstrate how gaming can be a pro-social, mentally healthy activity.Contributes a psychological perspective to an emerging body of cross-disciplinary research on the positive as | 叢書名稱 | Palgrave Studies in Cyberpsychology | 圖書封面 |  | 描述 | 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.. | 出版日期 | Book 2020 | 關(guān)鍵詞 | cyberpsychology; game studies; video games; media studies; well-being; ludology; media studies; counselling | 版次 | 1 | doi | https://doi.org/10.1007/978-3-030-32770-5 | isbn_softcover | 978-3-030-32772-9 | isbn_ebook | 978-3-030-32770-5Series ISSN 2946-2754 Series E-ISSN 2946-2762 | issn_series | 2946-2754 | copyright | The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl |
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