Academic literature on the topic 'Mental games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Mental games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Mental games"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Baghaei, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Su, 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 text
Abstract:
The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020). This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic. Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collected responses were n=260. 132 participants identified themselves as playing mostly single-player video games and 128 identified themselves as playing mostly multiplayer games. The results show during the pandemic individuals spent more time playing both types of video games. Motivations for playing single-player games trended towards decreasing anxiety and stress, and avoiding real life, whereas multiplayer motivations tended to trend towards socialization rather than decreasing stress or anxiety. During the pandemic, 40-50% of single and multiplayer gamers indicated decreased mental health. However, both types of players reported improvement in mental and social well-being while playing video games. More multiplayer gamers reported improved social well-being while playing compared to single-player gamers. The survey respondents tended to report having more positive experiences with single-player and multiplayer video games during the pandemic. Results presented video games as a way for individuals to socialize or decrease stress and anxiety. In addition, the comparison between the two types of gamers revealed that single-player respondents tended to play for relaxation, stress reduction, and perhaps improvement in mental health, while multiplayer gamers play to increase social interaction and improve social well-being. Further research is needed to explore the long-term effects of video games during the pandemic after everyone has returned to a pre-pandemic state.
APA, Harvard, Vancouver, ISO, and other styles
4

Dunlap, 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 text
Abstract:
There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games. As the dominant form of media in the 21st century, video games uniquely portray mental illness in traditional ways as well as in ways unique to video games, such as in-game mechanics (e.g., sanity meters) and player-driven decision making. This paper outlines the importance of cultural messages relating to mental illness as conveyed through video games in terms of content and influence and presents a multi-dimensional model of analysis for the representation of mental illness in digital games. The aim of this paper is to provide a foundation for understanding how mental illness is represented in digital games, provide a new perspective for thinking critically about representation of mental illness in games, and overview a new framework for assessing video game content in this area.
APA, Harvard, Vancouver, ISO, and other styles
5

Kumar, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Saputra, 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 text
Abstract:
The aim of this study is to describe the game addiction behavior and its effect on mental health of teenagers. This study used qualitative method. The data collection was carried out in three ways: interview, observation, and documentation. The data were analyzed by using Miles and Huberman’s theories. In order to maintain the validity, the researcher did triangulation techniques. The results of the study showed that online game addiction had an effect on several domains, namely a sense of dependency that was marked by disability to withdraw from the desire to play games. Accordingly, the gamers frequently declared that their life without online gaming was empty. They were intolerance to the use of time, as they said that the time needed to play online games was uncertain, and their disability to control their emotions due to defeat during the games.
APA, Harvard, Vancouver, ISO, and other styles
7

Cheek, 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 text
Abstract:
Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.
APA, Harvard, Vancouver, ISO, and other styles
8

Reynolds, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

Birk, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Orlick, 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 text
Abstract:
This study included 235 Canadian Olympic athletes who participated in the 1984 Olympic Games in Sarajevo and Los Angeles. Individual interviews were carried out with 75 athletes and a questionnaire was completed by another 160 to assess their mental readiness for the Olympic Games and factors related to mental readiness. Common elements of success were identified, as well as factors that interfered with optimal performance at the Olympic Games. Statistically significant links were found between Olympic performance outcome and certain mental skills.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Mental games"

1

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 text
Abstract:
This thesis examines the ways Hellblade: Senua’s Sacrifice (Ninja Theory, 2017) represents mental illness and why the game is considered partly groundbreaking in the subject of mental health representation within video games. This examination is done by taking a brief overview of previous games tackling the same subject matter as well as examining how Hellblade: Senua’s Sacrifice represents psychosis narratively and mechanically. This is done through the method of player-as-analyst by playing the game all the way through once and viewing a full length playthrough video following the methodology and theory of Diane Carr (2014).  The data gathered during play and viewing of the playthrough is then analyzed.
Denna 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.
APA, Harvard, Vancouver, ISO, and other styles
2

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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Alves, 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 text
Abstract:
This research focuses on pushing forward the understanding of mental disorders portrayals in games, more specifically social anxiety, which still lies as a marginalized topic in this medium. In order to understand honest manifestations of social anxiety in games, the first step is to conduct a close reading of games made by people who suffer from this mental disorder. A collection of five indie games, all of autobiographical nature and featuring social anxiety as an important part of their text, was put together for this analysis. This was done embracing the need to address the representational complexity, in order to tap into such a nuanced and elusive topic as social anxiety, not to identify rights or wrongs, but to engage in a discussion of how experiences are represented in games by people directly affected by this mental disorder. Individual experiences also contribute to expand interpretations and to identify additional keys of social anxiety representation. This is done by reaching informants, people living with a comorbid mental illnesses or disorders, that face or had faced social anxiety, and assess their perspectives through an experiential workshop. This work intends to further explore the practice of game design as mediator of experiences, contributing to both deepen the knowledge of game design and explore nuances of individual experiences present in autobiographical games and how this relates to perspectives of other people living with social anxiety. By combining the games and informants perspectives it is possible to structure a debate about game design patterns based on the findings of the game analysis and further elaborated with the nuanced perceptions gathered from informants. The knowledge acquired through this work is a step towards understanding of how games can represent, in an honest and non-stereotypical way, mental disorders, starting with social anxiety and, hopefully, contribute to spark other studies to broaden the spectrum of how the complexity of adverse mental conditions can be more respectfully addressed in games.
APA, Harvard, Vancouver, ISO, and other styles
4

Moura, 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.

Full text
Abstract:
Submitted by Lara Oliveira (lara@ufersa.edu.br) on 2017-04-24T20:10:35Z No. of bitstreams: 1 MarizaSM_DISSERT.pdf: 2241867 bytes, checksum: b6a5d232c207f98b760ad2b304d096f9 (MD5)
Approved for entry into archive by Vanessa Christiane (referencia@ufersa.edu.br) on 2017-04-26T12:16:01Z (GMT) No. of bitstreams: 1 MarizaSM_DISSERT.pdf: 2241867 bytes, checksum: b6a5d232c207f98b760ad2b304d096f9 (MD5)
Approved for entry into archive by Vanessa Christiane (referencia@ufersa.edu.br) on 2017-04-26T12:18:19Z (GMT) No. of bitstreams: 1 MarizaSM_DISSERT.pdf: 2241867 bytes, checksum: b6a5d232c207f98b760ad2b304d096f9 (MD5)
Made available in DSpace on 2017-04-26T12:18:39Z (GMT). No. of bitstreams: 1 MarizaSM_DISSERT.pdf: 2241867 bytes, checksum: b6a5d232c207f98b760ad2b304d096f9 (MD5) Previous issue date: 2017-02-20
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
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
2017-04-24
APA, Harvard, Vancouver, ISO, and other styles
5

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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Mellalieu, 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 text
Abstract:
The purpose of this thesis was concerned with the identification of the nature and content of the pre performance affective experience of the rugby union performer, and the subsequent measurement of the efficacy of a psychological intervention strategy to enhance the precompetitive mental state. Study 1 of the thesis conducted a preliminary investigation into the overall experience of sports performers' precompetitive affect (i.e., negative/positive) and the relationship with symptoms associated with competitive anxiety through the employment of trait self-report measures. The findings highlighted the importance of maintaining favourable perceptions of anxiety in the experience of positive affect. In order to describe the nature of this positive affective state, a sport specific self-report scale was designed and validated in Study 2 within a population of competitive athletes. Study 3 used the scale to examine the content of the pre performance affective experience and the relationship with interpretations of symptoms associated with competitive anxiety. The findings identified the existence of competitive anxiety symptoms. In order to derive a comprehensive understanding of the precompetitive experience a qualitative perspective was employed in Study 4. In-depth interviews were conducted with 12 international, male, rugby union players. Appropriate pre performance mental states were identified with symptoms associated with mental, physical, and technical readiness. Inappropriate pre performance mental states were symptomatic of a lack of mental, physical and technical readiness and negative experiences associated with competitive anxiety symptoms. The study also established the influence of significant others upon an individual's mental preparation for competition within the context of the team sport. A final purpose of Study 4 was to describe the psychological strategies employed by performers to achieve appropriate pre performance mental states. The study identified the employment of task-specific imagery in order to facilitate appropriate pre performance mental states. Utilising these findings, the final study of the thesis adopted a single-case design to investigate the efficacy of a task-specific imagery strategy in enhancing appropriate mental readiness for performance in 4 sub-elite rugby union players. The findings demonstrated enhancement in pre performance mental readiness across all participants. Specifically, increases in the level of mental preparation and self-confidence were identified, whilst a lower level of competitive anxiety symptoms were reported. The overall findings of the thesis have facilitated a greater understanding of the affective experiences and psychological strategies of competitive athletes prior to performing. Practical recommendations are proposed in order to facilitate the enhancement and achievement of ideal precompetitive mental states in sports performers. These outline the importance of employing structured task-specific imagery to facilitate appropriate activation states and the need to establish structured mental 'warm up' periods in the preparation for competition.
APA, Harvard, Vancouver, ISO, and other styles
7

Rolo, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Lõugas, 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 text
Abstract:
This master thesis researches parallel digital world design in computer games in the setting of An Ended World. The main focus of the research is the touchpoints between two or more worlds and how the inputs from a designer can influence the type of experience received by the player.The overall research takes inspiration from both game and interaction design and follows a very user-centric approach with numerous play sessions and a workshop. The final outcome is presented in the form of attributes and a prototype built as a modification for an existing game.
APA, Harvard, Vancouver, ISO, and other styles
9

Higgins, 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 text
Abstract:
Despite South African forensic psychiatric institutions operating well over capacity, the urgent need for rehabilitation guidelines is neglected through lack of research in this area. This is further compounded by the constrained financial and professional resources available to the sector. The Fort England Hospital Buddy Programme (FEHBP) is a voluntary social and activity-based initiative involving 2 hourly visits between students and male forensic psychiatric patient volunteers. Through the use of Interpretative Phenomenological Analysis (Smith, 1996), the participants’ experience of the programme was further contextualised within their lives pre and post admission. While further exploration through research is required, it appeared that within institutional confines the FEHBP acted in a substitutionary and surrogacy capacity, as a space for the development of social competence. While participants appeared to experience a sense of protectiveness from the programme, the limitations and restrictions are acknowledged as an increased number and variety of social network links would be required for a more sustainable sense of subjective wellbeing to develop. The FEHBP demonstrates the use of non-professional (community involved) interventions within a forensic psychiatric context.
APA, Harvard, Vancouver, ISO, and other styles
10

Kling, 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 text
Abstract:
Media har visat tendenser att gestalta mental ohälsa på nedvärderande sätt gentemot karaktären. Denna studie berör hur olika grafiska gestaltningar av depression påverkar betraktarens uppfattning av karaktären. Studien riktar sig mot tillämpning inom mediet elektroniska spel. Under arbetet undersöktes tre olika gestaltningssätt – via utseende, kroppsspråk och miljö. Gestaltningarna hade två delar: Del 1 gestaltade depression; Del 2 en neutral karaktär. De ”sjuka” attributen insamlades från teoretiska källor samt studerade datorspel. Utvärdering skedde genom både enkät och intervjuer, för att nå både övergripande åsikter liksom bättre förståelse till svaren. Resultatet talade för att gestaltningen via Utseende var tydligast relaterat till depression. Gestaltning genom Miljö var däremot den som deltagarna kopplade mest till en spelbar spelkaraktär. Studien behöver dock testas mer för att ge ett pålitligt resultat. Den kan också tjäna på att bli ännu mer koncentrerad, exempelvis att fokusera på Utseende för att testa olika kombinationer av attribut, etniciteter och kroppstyper.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Mental games"

1

Wyldeck, Kathi. Physical & mental games for families. Yankalilla, South Australia: Always Learning Books, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Hepworth, Roger. Mental arithmetic: Activities, games and helpful hints. London: Pan Books Ltd, 1988.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Goldberg, Elkhonon, and Helem An. Brain games: Puzzles to flex your mental muscle. Lincolnwood, Ill: Publications International, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Pinel, Adrian. Follow me!: Mental & oral games for practising numeracy. London: Pictorial Charts Educational Trust, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Pinel, Adrian. Follow me!: Mental & oral games for practising numeracy. London: Pictorial Charts Educational Trust, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Pinel, Adrian. Follow me!: Mental & oral games for practising numeracy. London: Pictorial Charts Educational Trust, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Pinel, Adrian. Follow me!: Mental & oral games for practising numeracy. London: Pictorial Charts Educational Trust, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Cerebral torment: The game of mental madness. San Francisco: Cerebal Torment Ltd., 1992.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Kyle, Hendrickson, and Miller Myron 1948-, eds. Mental fitness puzzles: A lateral thinking approach. New York: Sterling Pub. Co., 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Brian, Tickle, ed. Fundamentals: Games to develop and reinforce mental computation strategies. [Narangba, Qld.]: ORIGO Education, 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Mental games"

1

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 text
Abstract:
Playing computer games is an active pastime: players are presented with a dynamic game scenario that requires various inputs in order to engage with its core game loop. To do so, the player must constantly pay attention to the game while performing actions to propel gameplay. However, some games can be experienced over multiple levels of engagement. Such games feature levels of engagement that may not require the constant provision of input to offer a meaningful experience. In these games, atmosphere reveals itself as the underlying structure, intricate enough to be experienced in its own right. Ambient music, a term coined by musician Brian Eno, is a genre that is meant to allow for different levels of engagement. This may reach from ambient music being a background accompaniment in a given setting, to being the center of listener attention. This article will identify a type of game that can be perceived in a similar vein. Such a game offers ambient modes of experience: It allows to be experienced over varying levels of engagement and intensities of interactions. The term ambient game is relevant in this context since the music genre of the same name is referenced here. This article will present existing definitions of ambient games that identify parallels between the creation and perception of ambient music and various modes of experiencing digital games. Based on these findings, this article will propose three ambient modes of experience that represent the varying intensities of player interaction within the diegetic boundaries of games.
APA, Harvard, Vancouver, ISO, and other styles
2

Leichter, 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 text
Abstract:
This article explores in-game atmospheres as meteoritical phenomena and aesthetic spaces. The example of wind shows specific means of referentiality used to depict weather in digital games. Considering both philosophical approaches to atmospheres as well as previous observations on meteorological phenomena in film, literature and digital games, this contribution analyzes three games ("The Witcher 2: Wild Hunt", "Ghost of Tsushima", and "The Legend of Zelda: Breath of the Wild") and the role the wind plays in creating their respective game world and atmosphere, creating an environment for meaningful play.
APA, Harvard, Vancouver, ISO, and other styles
3

Alvarez 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Redecker, 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 text
Abstract:
Game Sound and Game Music play a crucial role in creating virtual worlds. They are vital parts of digital games, filling them with life and undoubtedly enhancing the experience for players. Furthermore, they are key design elements in the sense that they can greatly support visual efforts to create certain atmospheres in digital games. However, the concept of atmospheres is hard to grasp. It is frequently used but rarely broken down to what it really means or implies. With these difficulties in mind, this paper aims to describe and discuss the interrelationship between sound, music, and atmosphere. It uses examples from the 2D-Adventure Inside (Playdead 2016) to illustrate these complex relations.
APA, Harvard, Vancouver, ISO, and other styles
5

King, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

King, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Nguyen, 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 text
Abstract:
In this article, the author explores how games entice players to travel and explore in virtual worlds. By using the concept of staged atmospheres and investigating the cultural motifs used in games such as CYBERPUNK 2077 and GHOST OF TSUSHIMA, the article also argues the contrasting perception of Japan's soft power since the cyberpunk cinema era versus today.
APA, Harvard, Vancouver, ISO, and other styles
8

King, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

King, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Zimmermann, 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 text
Abstract:
This concluding chapter outlines an atmospherology of digital games. It is argued that atmospheres bring with them distinct terminological challenges which a game atmospherology would have to tackle. Summarizing core arguments brought forth by the authors in this book, this chapter concludes that researchers should come to terms with the inescapable vagueness of the common discourse surrounding atmospheres. It is suggested that atmosphere could constitute an umbrella term under which other terms like ambience, mood, or tone can be subsumed, with each term providing a specific focus and nuanced view of atmospheric experience.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Mental games"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Subahni, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Fiadotau, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Piedra-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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Ohmoto, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Da 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Nakano, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

van 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

Ferguson, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Mandryk, 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 text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Mental games"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Pallavicini, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Clemente, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Stark, 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 text
Abstract:
Purpose & Significance: Despite the popularity of lottery and scratchcards and some evidence of gambling problems among players, limited research focuses on the risks of lottery and scratchcard play and predictors of problems, especially among young people. The purpose of this project is to examine whether lottery and scratchcard participation is related to gambling problems among 16-24 year olds in Great Britain and whether general and mental health and gambling behaviours explain this relationship. Methodology: Samples of 16-24 year olds were pooled from the 2012, 2015, and 2016 Gambling in England and Scotland: Combined Data from the Health Survey for England and the Scottish Health Survey (n=3,454). Bivariate analyses and Firth method logistic regression were used to examine the relationship between past-year lottery and scratchcard participation and gambling problems, assessing the attenuating role of mental wellbeing, mental health disorders, self-assessed general health, and playing other games in past year. Results: There is a significant association between scratchcard play and gambling problems. The association somewhat attenuated but remained significant after taking into account wellbeing, mental health disorders, general health, and engagement in other gambling activities. Findings also show that gambling problems are further predicted by age (20-24 years), gender (male), lower wellbeing, and playing any other gambling games. Implications: Results are valuable for informing youth-focused education, decisions around the legal age for National Lottery products, and the development of safer gambling initiatives for high risk groups and behaviours, such as scratchcard play.
APA, Harvard, Vancouver, ISO, and other styles
5

Styugina, 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.

Full text
Abstract:
In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the emotional-volitional sphere, lack of motivation, severe physical and mental fatigue, low level of social skills, etc. - the use of distance educational technologies in psychocorrectional work; - lack of methodological recommendations for psychocorrectional work in conditions of distance technologies with school-age children. Such recommendations are available mainly for adults, they relate to the educational process, but they do not cover the correctional process. There is enough scientific and methodological literature on psychological and pedagogical correction, which is the basis for ensuring the work of a practicing psychologist, but there are difficulties in transferring these techniques, games, etc. - to the remote mode of correctional and developmental work, especially in the form of group work. During the game, various social and psychological situations are solved, which are selected strictly according to the characteristics of the social experience of the participants.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography