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Video Games and Mental Health
Video Games and Mental Health
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How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health…
  • Leidėjas:
  • Metai: 2026
  • Puslapiai: 228
  • ISBN-10: 3837668568
  • ISBN-13: 9783837668568
  • Formatas: 14.5 x 22.3 x 1.8 cm, minkšti viršeliai
  • Kalba: Anglų

Video Games and Mental Health (el. knyga) (skaityta knyga) | knygos.lt

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How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health from a personal perspective. The contributors to this volume inspect current trends and future perspectives related to these phenomena to inform the work of psychologists and game designers.

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  • Leidėjas:
  • Metai: 2026
  • Puslapiai: 228
  • ISBN-10: 3837668568
  • ISBN-13: 9783837668568
  • Formatas: 14.5 x 22.3 x 1.8 cm, minkšti viršeliai
  • Kalba: Anglų

How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health from a personal perspective. The contributors to this volume inspect current trends and future perspectives related to these phenomena to inform the work of psychologists and game designers.

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