Étude Sur la Santé Mentale et le Bien-être des Adultes Québécois

Étude Sur la Santé Mentale et le Bien-être des Adultes Québécois
Author: Nathalie Plante
Publisher:
Total Pages: 30
Release: 2008-01-01
Genre: Adulthood
ISBN: 9782550536437

"L'exploitation des données de l'ESCC 1.2 permet de dresser un portrait de l'état de santé mentale, de l'utilisation des services de santé et de la consommation de médicaments au Québec en 2002. Les objectifs généraux sont : décrire l'état de santé mentale et la consommation d'alcool et de drogues de la population québécoise (15 ans et plus) vivant à domicile de même que l'incapacité, les besoins et l'utilisation des services en rapport avec la santé mentale ou la consommation; cerner les caractéristiques de la population associées à ces différents aspects; décrire certains déterminants de la santé mentale et du bien-être, notamment sur le plan socioéconomique; soutenir l'exercice de surveillance dans le domaine de la santé mentale et du bien-être; fournir des éléments utiles pour la prise de décision dans la planification et l'organisation des services et dans le soutien aux interventions, notamment en prévention/promotion de la santé; identifier, s'il y a lieu, les besoins en matière de recherches ou d'enquêtes."--Document.

Power and the Psychiatric Apparatus

Power and the Psychiatric Apparatus
Author: Dave Holmes
Publisher: Routledge
Total Pages: 349
Release: 2016-04-08
Genre: Medical
ISBN: 1317076907

Drawing on a broad range of approaches in the fields of sociology, anthropology, political science, history, philosophy, medicine and nursing, Power and the Psychiatric Apparatus exposes psychiatric practices that are mobilized along the continuum of repression, transformation and assistance. It critically examines taken for granted psychiatric practices both past and current, shedding light on the often political nature of psychiatry and reconceptualizing its central and sensitive issues through the radical theory of figures such as Foucault, Deleuze and Guattari, Goffman, and Szasz. As such, this ground-breaking collection embraces a broad understanding of psychiatric practices and engages the reader in a critical understanding of their effects, challenging the discipline’s altruistic rhetoric of therapy and problematizing the ways in which this is operationalized in practice. A comprehensive exploration of contested psychiatric practices in healthcare settings, this interdisciplinary volume brings together recent scholarship from the US, Canada, the UK, Europe and Australia, to provide a rich array of theoretical tools with which to engage with questions related to psychiatric power, discipline and control, while theorizing their workings in creative and imaginative ways.

Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
Total Pages: 311
Release: 2018-07-12
Genre: Video games in education
ISBN: 2889454967

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?