Guide to Microforms in Print
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Publisher:
Published: 2001
Total Pages: 1360
ISBN-13:
DOWNLOAD EBOOKRead and Download eBook Full
Author:
Publisher:
Published: 2001
Total Pages: 1360
ISBN-13:
DOWNLOAD EBOOKAuthor:
Publisher:
Published: 1990
Total Pages: 1222
ISBN-13:
DOWNLOAD EBOOKAn indexing, abstracting and document delivery service that covers current Canadian report literature of reference value from government and institutional sources.
Author:
Publisher:
Published: 2007
Total Pages: 4
ISBN-13:
DOWNLOAD EBOOKAuthor: École normale supérieure (France)
Publisher:
Published: 1874
Total Pages: 512
ISBN-13:
DOWNLOAD EBOOKAuthor: Jeanne Mager Stellman
Publisher: Pantheon
Published: 1977
Total Pages: 292
ISBN-13: 9780394734521
DOWNLOAD EBOOKAuthor: Yasser Khazaal
Publisher: Frontiers Media SA
Published: 2018-07-12
Total Pages: 311
ISBN-13: 2889454967
DOWNLOAD EBOOKRecent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Author: Charles Dickens
Publisher:
Published: 1854
Total Pages: 380
ISBN-13:
DOWNLOAD EBOOKAuthor: Ester Herlin-Karnell
Publisher: Bloomsbury Publishing
Published: 2021-09-23
Total Pages: 283
ISBN-13: 1509901418
DOWNLOAD EBOOKThis textbook provides an explanatory and contextual view of EU law and its impact in a simple and easily accessible yet analytical manner. It illustrates the power struggles behind a given EU law act, to allow for full understanding of how it developed. This allows the student to understand EU law as a force in the increasingly globalized world, rather than as technical and doctrinal subject. The textbook begins by setting the scene of EU integration, how we got there and why it is important. Thereafter it explores the constitutional framework for understanding EU law in context and by discussing inter alia, division of competences, accountability, legitimacy, enforcement, human rights, participation rights and so on as well as the general principles of the EU and citizenship rights. Subsequently the textbook explores the essentials of the internal market as well as the principles of competition law. It also discusses free movement rights and links to the growing “Area of Freedom, Security and Justice”. Finally the textbook offers fresh insights on the external dimension of EU law and the role of the EU in the world today before concluding with an outlook on the future of EU law including the consequences of events such as Brexit.
Author: Émile Durkheim
Publisher: Glencoe, Ill. : Free Press
Published: 1951
Total Pages: 418
ISBN-13:
DOWNLOAD EBOOKTranslated from French, this classic provides readers with an understanding of the impetus for suicide and its psychological impact on the victim, family, and society.