The gamification of mental health prevention and promotion
The World Health Organization defines mental health as the foundation for physical health and well-being and effective functioning. Mental health encompasses the self and others within an environment that promotes emotional, social, and cognitive well-being. Further, improvement of mental health is not an elusive ideal to be reached, but a priority to be intentionally addressed and maintained. Traditional mental health models are not reaching the amount of children and adolescents in need of services. Technology, however, may offer a unique platform for the creation of innovative solutions to reach a broader number of children globally given the number of children connected to various forms of digital platforms. Therefore, programming that integrates the fields of child development, psychology, learning, and gaming offer a significant potential to address the pro-motion of mental health and wellness.
The gamification of mental health prevention and promotion, Page 1 of 2
< Previous page Next page > /docserver/preview/fulltext/books/he/pbhe017e/PBHE017E_ch6-1.gif /docserver/preview/fulltext/books/he/pbhe017e/PBHE017E_ch6-2.gif