When.com Web Search

  1. Ads

    related to: companies that host virtual games for students with anxiety and grief

Search results

  1. Results From The WOW.Com Content Network
  2. The video game helping children through grief - AOL

    www.aol.com/video-game-helping-children-grief...

    The game, co-founded by Manchester psychologist Louis Weinstock, is now a charity and has helped 44,000 people in the UK, and 160,000 worldwide to understand and process their grief.

  3. Kids are turning to video games to help with their anxiety ...

    www.aol.com/lifestyle/kids-turning-video-games...

    Experts say kids playing video games isn't all bad. Gaming can help distract from anxious thoughts and give kids social connection they may be lacking, making it good for kids' mental health.

  4. Can a games platform tackle kids' anxiety about having to do ...

    www.aol.com/news/games-platform-tackle-kids...

    For premium support please call: 800-290-4726 more ways to reach us

  5. Virtual reality therapy - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_therapy

    Virtual reality therapy (VRT) was pioneered and originally termed by Max North documented by the first known publication (Virtual Environment and Psychological Disorders, Max M. North, and Sarah M. North, Electronic Journal of Virtual Culture, 2,4, July 1994), his doctoral VRT dissertation completion in 1995 (began in 1992), and followed with the first known published VRT book in 1996 (Virtual ...

  6. Online counseling - Wikipedia

    en.wikipedia.org/wiki/Online_counseling

    Although this was a simulation and not actual counseling, the demonstration created an interest in the potential of online communication for counseling. As access to the internet, bulletin boards, and online services became more available in the 1980s, and online communication became more common, virtual self-help groups naturally developed ...

  7. Online community - Wikipedia

    en.wikipedia.org/wiki/Online_community

    [127] [131] Cairns et al. found in their virtual ethnography that students rely on online technologies to stay connected for school and social engagement activities. [ 127 ] Students use a wide variety of technologies including ones for education, entertainment, daily tasks, and social networks and were either synchronous or asynchronous.

  1. Ad

    related to: companies that host virtual games for students with anxiety and grief