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HKSYU Library

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    LEADER 02353cam a22003973i 4500
    001
    991008275468907546
    005
    20250102170933.0
    008
    201214s2020 sz f b 001 0 eng d
    020
     
     
    a| 9783030327729 q| (paperback)
    020
     
     
    z| 9783030327705 q| (ebook)
    035
     
     
    a| (CaONFJC)77522904
    040
     
     
    d| NNfCLS b| eng e| rda d| HK-SYU
    050
     
    4
    a| GV1469.34.P79 b| V53 2020
    082
    0
    4
    a| 794.8'019 2| 23
    092
    0
     
    a| 794.8019 b| VID 2020
    245
    0
    0
    a| Video games and well-being : b| press start / c| edited by Rachel Kowert.
    264
     
    1
    a| Cham, Switzerland : b| Palgrave Macmillan, c| [2020]
    264
     
    4
    c| ©2020
    300
     
     
    a| xvii, 166 pages ; c| 21 cm.
    336
     
     
    a| text b| txt 2| rdacontent
    337
     
     
    a| unmediated b| n 2| rdamedia
    338
     
     
    a| volume b| nc 2| rdacarrier
    490
    1
     
    a| Palgrave studies in cyberpsychology
    490
    1
     
    a| Palgrave pivot
    504
     
     
    a| Includes bibliographical references and index.
    520
     
     
    a| "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." -- c| Amazon.
    650
     
    0
    a| Video games x| Psychological aspects.
    650
     
    0
    a| Video games and children.
    650
     
    0
    a| Well-being x| Psychological aspects.
    650
     
    0
    a| Psychology, Applied.
    700
    1
     
    a| Kowert, Rachel, e| editor.
    830
     
    0
    a| Palgrave pivot.
    830
     
    0
    a| Palgrave studies in cyberpsychology.
    910
     
     
    b| wlc c| wsl
    998
     
     
    a| book b| 02-01-25
    945
     
     
    h| Principal l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| DSA315