Ce rapport de synthèse, qui fait suite à un rapport introductif (« Mal-être au travail ? Mythes et réalités sur la santé mentale et l'emploi ») et à neuf études par pays, propose un résumé des résultats recueillis dans les pays qui ont participé à l’étude et avance des arguments en faveur d’une intervention plus forte des pouvoirs publics.
This book consists of nine chapters written by internationally known and respected research workers. Lennart Levi presents a psychosocial framework for understanding sickness and health in the workplace. James Campbell Quick, Debra Nelson and Jonathan Quick give an account of their research with executives in industry and the US Air Force. Tores Theorell focusses his research on the increasing demands on workers and the reducing control they have over their working lives. Johannes Siegrist is also concerned with imbalance – in this case between effort and reward at work. Susan Cartwright and Sheila Penchal report on the effects of the increase of mergers and acquisitions in the 1990’s. Howard Khan’s focus is the stress of working for clearing banks, merchant banks and foreign owned banks in London and New York. Sandra Fielden and Lyn Davidson present evidence of the sources of stress of women in managerial positions. Cheryl Traver’s analysis of the rising costs of teacher stress is very relevant for policy makers and mangers. Michiel Kompier and Tage Kristensen make recommendations for planning and implementing stress management strategies in the workplace.
The creation of new lexical units and patterns has been studied in different research frameworks, focusing on either system-internal or system-external aspects, from which no comprehensive view has emerged. The volume aims to fill this gap by studying dynamic processes in the lexicon – understood in a wide sense as not being necessarily limited to the word level – by bringing together approaches directed to morphological productivity as well as approaches analyzing general types of lexical innovation and the role of discourse-related factors. The papers deal with ongoing changes as well as with historical processes of change in different languages and reflect on patterns and specific subtypes of lexical innovation as well as on their external conditions and the speakers’ motivations for innovating. Moreover, the diffusion and conventionalization of innovations will be addressed. In this way, the volume contributes to understanding the complex interplay of structural, cognitive and functional factors in the lexicon as a highly dynamic domain.
It is imperative that we train leaders who are able to intervene efficiently with service users and to support a better organization of the workplace. It is especially important to look at the many issues related to postsecondary training and human resources, such as recruiting and keeping these leading professionals. Accessibility and Active Offer thus combines theory and empirical data to help future professionals understand the workplace issues of accessibility and active offer of minority-language services. This English-language adaptation of Accessibilité et offre active features an additional chapter by Richard Bourhis on issues specific to Anglophone communities in Québec. This multidisciplinary collective work is the first to unite researchers in health, social work, sociology, political science, public administration, law and education, in order to gain more thorough knowledge of linguistic issues in health and social services, as well as of active offer of French-language services. Published in English.
Recent 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?
"The TSW program is an evidence-based intervention that enhances people's cognitive functioning in order to help them get and keep competitive jobs. This book explains how to provide the TSW program, and includes materials for implementing it, such as educational handouts and assessment tools. In addition, the book contains a wealth of information about overcoming common cognitive obstacles to steady employment that may be useful to the broad range of professionals helping individuals return to work"--
This text examines the relationship between the knowledge base of mental health professionals, the evidence about inequalities and the utilization of the mental health services.