Academic literature on the topic 'Mental games'
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Journal articles on the topic "Mental games"
Slawinski, Andrzej. "Mental Games." Informatik - Forschung und Entwicklung 17, no. 4 (December 1, 2002): 205–6. http://dx.doi.org/10.1007/s00450-002-0124-y.
Full textBaghaei, Nilufar, Hai-Ning Liang, John Naslund, and Richard Porter. "Games for Mental Health." Games for Health Journal 11, no. 6 (December 1, 2022): 337–40. http://dx.doi.org/10.1089/g4h.2022.0199.
Full textSu, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (November 4, 2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.
Full textDunlap, Kelli, and Rachel Kowert. "Mental Health in 3D." Loading 14, no. 24 (January 10, 2022): 122–33. http://dx.doi.org/10.7202/1084842ar.
Full textKumar, Satish. "Assessment on Mental Toughness Among Team Games of Haryana." International Journal of Physical Education & Sports Sciences 13, no. 1 (January 1, 2018): 59–60. http://dx.doi.org/10.29070/13/57116.
Full textSaputra, Muhamad Disra, Marjohan Marjohan, and Safrizal Safrizal. "GAME ADDICTION AND ITS EFFECTS ON TEENAGERS’ MENTAL HEALTH." Ta'dib 23, no. 1 (June 29, 2020): 113. http://dx.doi.org/10.31958/jt.v23i1.2007.
Full textCheek, Colleen, Theresa Fleming, Mathijs FG Lucassen, Heather Bridgman, Karolina Stasiak, Matthew Shepherd, and Peter Orpin. "Integrating Health Behavior Theory and Design Elements in Serious Games." JMIR Mental Health 2, no. 2 (April 21, 2015): e11. http://dx.doi.org/10.2196/mental.4133.
Full textReynolds, L. M., P. Hodge, and A. Simpson. "Serious games for mental health." Journal of Psychiatric and Mental Health Nursing 24, no. 4 (April 18, 2017): 183–84. http://dx.doi.org/10.1111/jpm.12385.
Full textBirk, Max V., Greg Wadley, Vero Vanden Abeele, Regan Mandryk, and John Torous. "Video games for mental health." Interactions 26, no. 4 (June 26, 2019): 32–36. http://dx.doi.org/10.1145/3328483.
Full textOrlick, Terry, and John Partington. "Mental Links to Excellence." Sport Psychologist 2, no. 2 (June 1988): 105–30. http://dx.doi.org/10.1123/tsp.2.2.105.
Full textDissertations / Theses on the topic "Mental games"
Crawford, Stella. "The ways Hellblade: Senua’s Sacrifice represents mental illness." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-409483.
Full textDenna avhandling undersöker hur Hellblade: Senua’s Sacrifice (Ninja Theory, 2017) representerar mental ohälsa och varför spelet uppehålls som delvis banbrytande inom spel som behandlar mental ohälsa. Undersökningen i fråga är gjord via att göra en kort översikt av hur tidigare spel handlat samma ämne och ta en titt på hur Hellblade: Senua’s Sacrifice representerar psykos i sin mekanik och narrativ. Detta åstadkoms genom metoden Player-as-analyst genom att spela igenom hela spelet en gång och kolla igenom en playthrough video och genom att följa metodologi och teori av Diane Carr (2014). Datan samlad under spelningen och video tittandet sedan analyseras.
Evans, Bruce. "The Message in the Mechanics: Designing Game Mechanics that Reflect a Character’s Mental State." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555615050474514.
Full textAlves, Thiago. "Exploring Underrepresented Narratives : Social Anxiety in Games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15563.
Full textMoura, Mariza de Souza. "Um jogo adaptativo para potencializar processos cognitivos de jovens com transtornos no desenvolvimento." Universidade Federal Rural do Semi-Árido, 2017. http://bdtd.ufersa.edu.br:80/tede/handle/tede/673.
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Digital technologies have been expanding its applicability, significantly in several fields, including mental health. The study developed by the Program “Oficinando em Rede” uses Information and Communication Technologies (ICT) promoting care, social insertion and training in mental health and education. Thus, ideas and projects concerning experiences with young people bearers of developmental disorder were made feasible to be studied and developed, through contact with a digital technology. Games act not only as entertainment but also, and especially, in the empowerment of cognitive processes of the young people who use them. In this experiment, there are various modes of applicating games in the scope of mental health and one of them happens during the workshops, that were conducted as regular activities, as actions by this university extension program, the “Oficinando em Rede”. Workshops that take place with children and teenagers who are inserted in the activities of the Center for Psychosocial Care of Children and Adolescents in Mossoró - RN (CAPSi). As an essential factor for the research, the project operated based on the observation of the characteristics demonstrated by each of those children and teenagers, among the coordination of behaviors, such as: gestures, ideas and emotions, especially while they were in contact with the digital games that were used in the workshops. It has been realized, during these workshops, that the same game, rouses different reactions in each of them, for their own actions, emotions and disorders that express themselves in a unique way during each experience. Based on a chart, containing the devices and elements that draw the attention of the young participants on the project, also by reading the logbooks developed in each workshop, and finally, through the use of categories that were perceived as a listing the specific game’s devices, such as sound, image, animation, cooperativity, among others, it have been made possible to notice which reactions were presented by the young people during the workshops, and with this experience came an idea of developing a game containing devices and adaptive elements, including the characteristics that attract attention of these participants in the project . The game follows a perspective of serious games, which are games created according to a specific purpose, by use of techniques and methods of games, but for a purpose that goes beyond fun or entertainment. And, yet, adaptive methods, which aid in the ability of the game to modify itself from the reactions of the young person during the act of playing. It is proposed, then, the development of an adaptive game to enhance the cognitive processes of children and teenagers with mental development disorder
As tecnologias digitais vêm ganhando um espaço expressivo em diversas áreas, inclusive em saúde mental. O estudo desenvolvido através do Programa Oficinando em Rede utiliza Tecnologias da Informação e da Comunicação (TIC’s) promovendo cuidados, inserção social e formação em saúde mental e em educação. Diante disso, viabilizaram-se ideias e projetos a serem estudados e desenvolvidos, no que diz respeito às experiências com jovens com transtorno no desenvolvimento, através do contato com a tecnologia digital. Os jogos atuam não somente como entretenimento, mas também e, principalmente, na potencialização de processos cognitivos dos jovens que os utilizam. Nessa experiência, existem diversos modos de aplicar jogos no âmbito da saúde mental e um deles acontece durante as oficinas junto ao Programa Oficinando em Rede. Oficinas que ocorrem com jovens inseridos nas atividades do Centro de Atenção Psicossocial da Infância e da Adolescência de Mossoró/RN (CAPSi). Como um fator imprescindível para a pesquisa, o projeto atua a partir da observação das características demonstradas por cada jovem nas coordenações de condutas: gestos, ideias e emoções, em particular, durante o contato com jogos digitais que foram utilizados durante as oficinas. Percebeu-se durante as oficinas que o mesmo jogo despertava reações diferentes, em cada jovem, pois estes possuem ações, emoções e transtornos que se expressam de modo singular em cada experiência. Com base em uma tabela, contendo os dispositivos e elementos que chamam a atenção dos jovens participantes do projeto, a leitura dos diários de bordo desenvolvidos em cada oficina e também um formulário elencando os elementos específicos, como som, imagem, animação, cooperatividade, entre outros, pôde-se perceber quais reações foram apresentadas pelos jovens durante as oficinas e, com essa experiência, surgiu a ideia de desenvolver um jogo, contendo dispositivos e elementos adaptativos incluindo as características que chamam a atenção dos jovens participantes do projeto. O jogo segue a perspectiva de serious games, ou jogos sérios, que são jogos que atuam com um propósito específico, utilizando técnicas e métodos de jogos, mas com uma finalidade que vai além de diversão ou entretenimento. E, ainda, métodos adaptativos, que auxiliam na habilidade do jogo em modificar-se a partir das reações do jovem durante o ato de jogar. Propõe-se então o desenvolvimento de um jogo adaptativo para potencializar processos cognitivos de jovens com transtorno no desenvolvimento
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Alexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.
Full textMellalieu, Stephen D. "Identification and enhancement of pre-performance mental states in male rugby union players." Thesis, University of Gloucestershire, 2000. http://eprints.glos.ac.uk/5694/.
Full textRolo, Cristina Maria Roque da Costa. "Treino psicológico-estudo da influência do treino mental no rendimento competitivo de tenistas de alta competição." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 1999. http://dited.bn.pt:80/29034.
Full textLõugas, Marilin. "Weaving Mental Threads: Exploring the Touchpoints Between Parallel Game Worlds in an Ended World Setting." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22784.
Full textHiggins, Jane Marie. "Card games and containment : forensic psychiatric patients' experiences of a student-led initiative." Thesis, Rhodes University, 2014. http://hdl.handle.net/10962/d1013314.
Full textKling, Agnes. ""Äh, ryck upp dig!" : Grafisk gestaltning av mental ohälsa i karaktärsdesign för spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13604.
Full textBooks on the topic "Mental games"
Wyldeck, Kathi. Physical & mental games for families. Yankalilla, South Australia: Always Learning Books, 2008.
Find full textHepworth, Roger. Mental arithmetic: Activities, games and helpful hints. London: Pan Books Ltd, 1988.
Find full textGoldberg, Elkhonon, and Helem An. Brain games: Puzzles to flex your mental muscle. Lincolnwood, Ill: Publications International, 2010.
Find full textPinel, Adrian. Follow me!: Mental & oral games for practising numeracy. London: Pictorial Charts Educational Trust, 2003.
Find full textPinel, Adrian. Follow me!: Mental & oral games for practising numeracy. London: Pictorial Charts Educational Trust, 2003.
Find full textPinel, Adrian. Follow me!: Mental & oral games for practising numeracy. London: Pictorial Charts Educational Trust, 2003.
Find full textPinel, Adrian. Follow me!: Mental & oral games for practising numeracy. London: Pictorial Charts Educational Trust, 2003.
Find full textCerebral torment: The game of mental madness. San Francisco: Cerebal Torment Ltd., 1992.
Find full textKyle, Hendrickson, and Miller Myron 1948-, eds. Mental fitness puzzles: A lateral thinking approach. New York: Sterling Pub. Co., 1998.
Find full textBrian, Tickle, ed. Fundamentals: Games to develop and reinforce mental computation strategies. [Narangba, Qld.]: ORIGO Education, 2007.
Find full textBook chapters on the topic "Mental games"
Nickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games, 195–208. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.
Full textLeichter, Magdalena. ""Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games." In Mental Health | Atmospheres | Video Games, 161–76. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-014.
Full textAlvarez Igarzábal, Federico, Michael S. Debus, Curtis L. Maughan, and Su-Jin Song. "Play, Games, Mental Health." In Mental Health | Atmospheres | Video Games, 13–20. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-003.
Full textRedecker, Björn. "Sounding the Atmosphere." In Mental Health | Atmospheres | Video Games, 209–26. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-016.
Full textKing, Myfanwy, Tim Marsh, and Zeynep Akcay. "Using Indie Games to Inform Serious Mental Health Games Design." In Serious Games, 153–66. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88272-3_12.
Full textKing, Myfanwy, Tim Marsh, and Zeynep Akcay. "Using Indie Games to Inform Serious Mental Health Games Design." In Serious Games, 153–66. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88272-3_12.
Full textNguyen, Anh-Thu. "Cool Games, Cool Japan." In Mental Health | Atmospheres | Video Games, 147–60. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-013.
Full textKing, Myfanwy, Tim Marsh, and Zeynep Akcay. "A Review of Indie Games for Serious Mental Health Game Design." In Serious Games, 138–52. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88272-3_11.
Full textKing, Myfanwy, Tim Marsh, and Zeynep Akcay. "A Review of Indie Games for Serious Mental Health Game Design." In Serious Games, 138–52. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88272-3_11.
Full textZimmermann, Felix. "Conclusion: Toward an Atmospherology of Digital Games." In Mental Health | Atmospheres | Video Games, 243–54. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-018.
Full textConference papers on the topic "Mental games"
Birk, Max V., Vero Vanden Abeele, Greg Wadley, and John Torous. "Forum on Video Games for Mental Health." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3270316.3271551.
Full textSubahni, Ahmad Rauf, Likun Xia, and Aamir Saeed Malik. "Association of mental stress with video games." In 2012 4th International Conference on Intelligent & Advanced Systems (ICIAS). IEEE, 2012. http://dx.doi.org/10.1109/icias.2012.6306164.
Full textFiadotau, Mikhail. "Small, personal videogames about mental health." In FDG22: 17th International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3555858.3555917.
Full textPiedra-Fernandez, Jose A., Adolfo J. Cangas, Juan J. Ojeda-Castelo, Diego Cangas, and Antonio J. Fernandez-Garcia. "Stigma-Stop a Serious Game against the Stigma in Mental Disorders." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590367.
Full textOhmoto, Yoshimasa, Seiji Takeda, and Toyoaki Nishida. "Improving Context Understanding Using Avatar's Affective Expressions Reflecting Operator's Mental States." In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018. http://dx.doi.org/10.1109/vs-games.2018.8493429.
Full textDa Silva, Celina, Andrei Torres, Bill Kapralos, Eva Peisachovich, Adam Dubrowski, Veronica Baltazar, Bilal Qureshi, and Nelson Caraballo. "Person-Centered Virtual Serious Games: Mental Health Education." In 2021 IEEE 45th Annual Computers, Software, and Applications Conference (COMPSAC). IEEE, 2021. http://dx.doi.org/10.1109/compsac51774.2021.00196.
Full textNakano, Atsushi, Kenta Shioiri, and Junichi Hoshino. "Composite behavior synthesis technique for mental communication games." In ACM SIGGRAPH 2005 Sketches. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1187112.1187168.
Full textvan Rozen, Riemer, Joris Dormans, and Georgia Samaritaki. "Debugging Procedural Level Designs with Mental Maps." In FDG22: 17th International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3555858.3564252.
Full textFerguson, Craig, Robert Lewis, Chelsey Wilks, and Rosalind Picard. "The Guardians: Designing a Game for Long-term Engagement with Mental Health Therapy." In 2021 IEEE Conference on Games (CoG). IEEE, 2021. http://dx.doi.org/10.1109/cog52621.2021.9619026.
Full textMandryk, Regan L., Max V. Birk, Adam Lobel, Marieke van Rooij, Isabela Granic, and Vero Vanden Abeele. "Games for the Assessment and Treatment of Mental Health." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3130859.3131445.
Full textReports on the topic "Mental games"
Miller, Sheena. The Potential of Serious Games as Mental Health Treatment. Portland State University Library, January 2015. http://dx.doi.org/10.15760/honors.176.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. The Role of Video Games in Supporting Mental and Physical Health During the COVID-19 Pandemic: PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, August 2021. http://dx.doi.org/10.37766/inplasy2021.8.0053.
Full textClemente, Filipe Manuel, Rodrigo Ramirez-Campillo, Daniel Castillo, Javier Raya-González, Ana Filipa Silva, José Afonso, and Hugo Sarmento. Effects of mental fatigue in physical demands and tactical behavior during small-sided soccer games: A systematic review with meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, January 2021. http://dx.doi.org/10.37766/inplasy2021.1.0014.
Full textStark, Sasha, Heather Wardle, and Isabel Burdett. Examining lottery play and risk among young people in Great Britain. GREO, April 2021. http://dx.doi.org/10.33684/2021.002.
Full textStyugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, December 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.
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