MARC Record
Leader
001
003025462
003
BE-GnUNI
005
20230801084833.0
008
220104|2019||||xx |||||||||||||| ||eng|d
020
a| 9783030327699
040
a| Howest
084
a| 621.8
2| vsiso
100
1
a| Kowert, Rachel,
d| ....-
0| (viaf)
245
1
0
a| Video games and well-being :
b| press start /
c| Rachel Kowert.
260
a| Nottingham :
b| Palgrave Macmillan,
c| 2019.
300
a| 166 p.
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.”
650
4
a| geneeskunde.
650
4
a| psychologie.
650
4
a| video games.
852
4
b| HWPNT
c| PENTA
j| PENTA.621.8 KOWE 19
p| 100000001601
920
a| book