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Titlebook: Video Games and Well-being; Press Start Rachel Kowert Book 2020 The Editor(s) (if applicable) and The Author(s), under exclusive license to

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41#
發(fā)表于 2025-3-28 15:25:51 | 只看該作者
Extra Lives, effects are also discussed, highlighting various pre-event, peri-event, and post-event factors. The chapter concludes by outlining the interrelated nature of meaning-making and posttraumatic growth and how they may aid in resilience and growth.
42#
發(fā)表于 2025-3-28 19:39:33 | 只看該作者
2946-2754 rging body of cross-disciplinary research on the positive asThis 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
43#
發(fā)表于 2025-3-29 02:12:31 | 只看該作者
Digital Games and Well-Being: An Overview, and social. These concepts refer to positive affective states, the fulfillment of central psychological needs and an appreciation of meaningful experiences, as well as the positive contribution to social interaction and relationships. Research on these three forms has consistently shown that games can be very effective in improving well-being.
44#
發(fā)表于 2025-3-29 03:15:09 | 只看該作者
Explore the Map,games, along with Face-Work and Affect Theory, will be creating an understanding that being open to new experiences means viewing emotion as the pallet that influences a person’s views of the world and creates a roadmap of how to be a more open person.
45#
發(fā)表于 2025-3-29 10:22:28 | 只看該作者
46#
發(fā)表于 2025-3-29 14:19:33 | 只看該作者
47#
發(fā)表于 2025-3-29 16:44:29 | 只看該作者
Follow the Trail of Enemies,goal of this chapter is to recognize how gamers can overcome cognitive dissonance within a hard game, beat the challenge in front of them, and how that accomplishment can transfer to other activities in life.
48#
發(fā)表于 2025-3-29 20:19:25 | 只看該作者
Palgrave Studies in Cyberpsychologyhttp://image.papertrans.cn/v/image/982917.jpg
49#
發(fā)表于 2025-3-30 03:10:40 | 只看該作者
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