The purpose of this thesis was to find out if video games could possibly improve one’s wellbeing. Some people will never seek help from the professionals because of the cost of the treatment and medication and because of the stigma around mental disorders. Video games are mostly affordable and accessible. Video games could be used as a form of therapy by using game mechanics and storyline. This thesis studied the attitudes towards well-being and mental health in video games and which forms of video games are the most helpful. This thesis had both qualitative and quantitative research. The information was gathered by doing literary reviews and game analysis to see how video games could possibly improve well-being. Surveys were made to ...
In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Ke...
Serious videogames are games that aim to teach, train and/or inform, as well as provide a source of ...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
The psychological impact of video gaming has received considerable attention in recent years, reflec...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as ...
Contains fulltext : 197921.pdf (publisher's version ) (Open Access)Emerging resear...
Video games are a source of entertainment for a wide population and have varied effects on well-bein...
Emerging research suggests that commercial, off-the-shelf video games have potential applications in...
We are exploring presenting mental health topics in video games through the eyes of an axolotl named...
Until recently, research on video games has been concerned largely with negative effects of play. In...
Video games are a ubiquitous part of almost all children’s and adolescents ’ lives, with 97 % playin...
Individuals have been using different types of platforms to share personal stories, the most common ...
Over the past two decades, advancements in technology have paved the way for the rise of video games...
Background: One of the main challenges in the field of mental health today is the stigma towards ind...
In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Ke...
Serious videogames are games that aim to teach, train and/or inform, as well as provide a source of ...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
The psychological impact of video gaming has received considerable attention in recent years, reflec...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as ...
Contains fulltext : 197921.pdf (publisher's version ) (Open Access)Emerging resear...
Video games are a source of entertainment for a wide population and have varied effects on well-bein...
Emerging research suggests that commercial, off-the-shelf video games have potential applications in...
We are exploring presenting mental health topics in video games through the eyes of an axolotl named...
Until recently, research on video games has been concerned largely with negative effects of play. In...
Video games are a ubiquitous part of almost all children’s and adolescents ’ lives, with 97 % playin...
Individuals have been using different types of platforms to share personal stories, the most common ...
Over the past two decades, advancements in technology have paved the way for the rise of video games...
Background: One of the main challenges in the field of mental health today is the stigma towards ind...
In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Ke...
Serious videogames are games that aim to teach, train and/or inform, as well as provide a source of ...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...