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EndeavorRx is a video game used to treat Attention Deficit Hyperactivity Disorder developed by Akili Interactive. It was based on a prototype game called NeuroRacer. NeuroRacer was developed by Akili Interactive and researchers at the University of San Francisco. [1] The game runs on an engine known as the Akili Selective Stimulus Management ...
The ReachOut.com Professionals service targets professionals dealing with young people and mental health by providing an online source of information and resources. The provision of these resources aims to provide a way for a range of professionals to engage young people in the treatment and maintenance of better mental health outcomes. [7]
The use of electronic and communication technologies as a therapeutic aid to healthcare practices is commonly referred to as telemedicine [1] or eHealth. [2] [3] [4] The use of such technologies as a supplement to mainstream therapies for mental disorders is an emerging mental health treatment field which, it is argued, could improve the accessibility, effectiveness and affordability of mental ...
Educational game plus standard training compared to standard training for mental health professionals [6] Summary Current very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. The one salient study should be refined and ...
Pages in category "Video games about mental health" The following 92 pages are in this category, out of 92 total. This list may not reflect recent changes. A.
Games for Health is a part of the Serious Games Initiative. The conference has received media attention for its work to showcase the health and research implications of video games. [1] [2] [3] September 2004 – Madison, Wisconsin; September 2005 – Baltimore, Maryland; September 2006 – Baltimore, Maryland; May 2008 – Baltimore, Maryland
Mental health in education is the impact that mental health (including emotional, psychological, and social well-being) has on educational performance.Mental health often viewed as an adult issue, but in fact, almost half of adolescents in the United States are affected by mental disorders, and about 20% of these are categorized as “severe.” [1] Mental health issues can pose a huge problem ...
Recognising that adolescents communicate differently than younger children, Hammond and Cooper incorporate a range of accessible digital technologies to provide interactive and practical activities which aim to support practitioners to empower adolescents to take the lead in the creation of, and reflection upon, their own autobiographical ...
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