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| 003 | ES-MaUEC | ||
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| 007 | cr nn nnnaamaa | ||
| 008 | 191202s2020 gw | o |||| 0|eng d | ||
| 020 | _a9783030327705 | ||
| 024 | 7 |
_a10.1007/978-3-030-32770-5 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aRC466.8 _b2020 EB |
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| 245 | 0 | 0 |
_aVideo Games and Well-being _bPress Start _cedited by Rachel Kowert. |
| 250 | _aFirst edition 2020 | ||
| 264 | 1 |
_aCham _bSpringer International Publishing : _bImprint: Palgrave Pivot _c2020 |
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| 300 |
_a1 recurso en línea (XVII, 166 páginas) _b1 ilustraciones |
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| 336 |
_2rdacontent _aTexto _btxt |
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| 337 |
_2rdamedia _aelectrónico _bc |
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| 338 |
_2rdacarrier _arecurso electrónico _bcr |
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| 347 |
_atext file _bPDF |
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| 490 | 1 | _aPalgrave Studies in Cyberpsychology | |
| 490 | 0 | _aBehavioral Science and Psychology (Springer-41168) | |
| 505 | 0 | _aPreface; Eve Crevoshay -- Chapter 1: Digital games and well-being: An overview; Felix Reer, Thorsten Quandt -- Chapter 2: Press Reset; Chelsea Hughes -- Chapter 3: Explore the Map; Shane Tilton -- Chapter 4: Oh me, Oh My! Identity development through video games; Sarah Sawyer -- Chapter 5: Forever questing and "gitting gud"; Jamie Madigan -- Chapter 6: +1 Strength, +1 Faith: Positive psychology and gaming; Ryan Kelly -- Chapter 7: Gaming the mind and minding the game: Mindfulness and flow in video games; Mark Cruea -- Chapter 8: Follow the Trail of Enemies; Emory Stephen Daniel -- Chapter 9: You are the one foretold; Finding yourself through the journey; Megan Connell, Kelli Dunlap -- Chapter 10: Extra lives; Raffael Boccamazzo -- Chapter 11: Concluding comments; Rachel Kowert. | |
| 520 | 3 | _aThis 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. | |
| 988 | _aSpringer_Psychology_2020 | ||
| 650 | 7 |
_2embne _9139894 _aPsicología clínica |
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| 650 | 7 |
_2embne _aMedios digitales _9421001 |
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| 700 | 1 |
_aKowert, Rachel _eeditor _4edt _4http://id.loc.gov/vocabulary/relators/edt _0http://id.loc.gov/authorities/names/n2014054169 _1http://viaf.org/viaf/44145304360478570463 |
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| 710 | 2 |
_aSpringerLink (Online service) _0http://id.loc.gov/authorities/names/no2005046756 _1http://viaf.org/viaf/148105729 |
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| 776 | 0 | 8 |
_iPrinted edition: _z9783030327699 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783030327712 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783030327729 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-030-32770-5 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
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| 998 |
_b06/2020 _dz _eIG _zSI |
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