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Perspectives on Games, Computers, and Mental Health

Questions about Paradoxes, Evidences, and Challenges

Bibliographic Data

ID15519377
AuthorsMartin Desseilles (0000-0003-4748-3401, University of Namur, corresponding author)
Year2016
Volume7
Pages122-122
Publication date2016-07-04
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueFrontiers in Psychiatry (JOURNAL)
Journal identifiersISSN: 1664-0640 • E-ISSN: 1664-0640
PublisherFrontiers Media (PUBLISHER • CH)
DOI10.3389/fpsyt.2016.00122
PMID27458390
OpenAlexW2467030242
LanguageEN
Citations received1
References cited9

In the field of mental health, games and computerized games present questions about paradoxes, evidences, and challenges. This perspective article offers perspectives and personal opinion about these questions, evidences, and challenges with an objective of presenting several ideas and issues in this rapidly developing field. First, games raise some questions in the sense of the paradox between a game and an issue, as well as the paradox of using an amusing game to treat a serious pathology. Second, games also present evidence in the sense that they involve relationships with others, as well as learning, communication, language, emotional regulation, and hedonism. Third, games present challenges, such as the risk of abuse, the critical temporal period that may be limited to childhood, their important influence on sociocognitive learning and the establishment of social norms, and the risk of misuse of games

Field (mathematics · Hedonism · Mental health · Perspective (graphical · Psychotherapist · Computer Science · Identity, Memory, and Therapy · Impact of Technology on Adolescents · Psychological and Temporal Perspectives Research · Psychology · Social Psychology

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  • Emotion Regulation

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Unique citing works1
Citations per year0.11
Citation span2017 - 2017 (1)
Citation velocityhistorical
Highly citedNo
Citation typesNeutral: 1

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