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Integrating Technology in Positive Psychology Practice

Book Description

Most research on the psychological impact of computers and the Internet has focused on the negative side of technology – i.e. how the use (abuse) of interactive systems and videogames can negatively affect mental health and behavior. On the other hand, less attention has been devoted to understanding how emerging technologies can promote optimal functioning at individual, group, and community levels. Integrating Technology in Positive Psychology Practice explores the various roles that technology can play in the development of psychological interventions aimed at helping people thrive. Exploring the ways in which ICT can be utilized to foster positive emotions, promote engagement in empowering activities, and support connectedness between individuals, groups, and communities, this timely publication is designed for use by psychologists, IT developers, researchers, and graduate students.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Foreword
  6. Preface
    1. ORGANIZATION OF THE BOOK
    2. REFERENCES
  7. Section 1: Empowerment, Engagement, and Change: The Three Pillars of Positive Technology
    1. Chapter 1: Positive Technology
      1. ABSTRACT
      2. INTRODUCTION
      3. UNDERSTANDING PERSONAL CHANGE
      4. PERSONAL CHANGE: THE VISION OF COGNITIVE SCIENCES
      5. POSITIVE TECHNOLOGIES: POSITIVE PSYCHOLOGY IN PRACTICE
      6. CONCLUSION: POSITIVE TECHNOLOGY FOR PERSONAL CHANGE
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Positive Psychological Interventions and Information and Communication Technologies
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATIONSHIP BETWEEN PPIs AND ICTs: DEFINITIONS
      4. PPIs AND ICTs
      5. SOME CONSIDERATIONS ON PPIs, EFFECTIVENESS, AND ICTs
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 3: Technologies for Participatory Wellbeing
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METHODS
      5. TECHNOLOGIES FOR PARTICIPATORY WELLBEING: EXPLAINING THE FACTORIAL PLAN ILLUSTRATING THE LITERATURE DEBATE
      6. CLUSTERING TECHNOLOGIES FOR WELLBEING IN THE PARTICIPATORY ERA: INSIGHT FROM THE LITERATURE DEBATE
      7. DISCUSSION
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION: A CONSUMER HEALTH FRAMEWORK OF TECHNOLOGIES FOR PARTICIPATORY WELLBEING
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
  8. Section 2: Design Positive Systems
    1. Chapter 4: Augmenting Online Mental Health Support Services
      1. ABSTRACT
      2. INTRODUCTION
      3. SELF-DETERMINATION THEORY
      4. REACHOUT AND AUSTRALIAN YOUTH
      5. TRIAGE: IDENTIFYING AND PRIORITIZING POSTS
      6. GENERATING RESPONSES AND SUGGESTING RESOURCES
      7. SUPPORTING SYNCHRONOUS ONE-ON-ONE CONVERSATIONS
      8. DISCUSSION
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
    2. Chapter 5: What Do Elderly Users Want and Need from Fitness Technologies?
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. USER INVOLVEMENT IN THE ELF@HOME PROJECT
      5. FITNESS ACTIVITIES AND MEASURES
      6. USER FUNCTIONAL AND INTERFACE REQUIREMENTS
      7. EARLY COMPONENT AND PROTOTYPE TESTS
      8. FUTURE RESEARCH
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
    3. Chapter 6: Tools for eMental-Health
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. AN E-MENTAL HEALTH FRAMEWORK
      5. AN AFFECTIVE VIRTUAL STRESS COUNSELOR SYSTEM
      6. SOLUTION, EVALUATION, AND RECOMMENDATIONS
      7. EVALUATION AND ETHICAL CONCERNS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
  9. Section 3: Positive Interventions: Health Care
    1. Chapter 7: An Emerging Model of Pregnancy Care
      1. ABSTRACT
      2. INTRODUCTION
      3. HOW TO ENHANCE WOMEN’S WELL-BEING DURING PREGNANCY
      4. INTEGRATING TECHNOLOGIES INTO MOTHER-TO-BE WELL-BEING: CURRENT SCENARIOS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 8: Technology and Cognitive Empowerment for Healthy Elderly
      1. ABSTRACT
      2. INTRODUCTION
      3. COGNITIVE EMPOWERMENT FOR THE ELDERLY
      4. AN INTRODUCTION TO POSITIVE TECHNOLOGY
      5. FRAIL ELDERLY: WHY USE POSITIVE TECHNOLOGIES FOR COGNITIVE EMPOWERMENT
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    3. Chapter 9: Mindfulness as an Opportunity to Narrow the Grey Digital Divide
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOLUTIONS AND RECOMMENDATIONS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
  10. Section 4: Positive Interventions: Games for Well-Being
    1. Chapter 10: Hacking Well-Being
      1. ABSTRACT
      2. INTRODUCTION
      3. CAN SERIOUS GAMES FIT THE POSITIVE TECHNOLOGY SCENARIO?
      4. MIND THE GAME™: A SERIOUS GAME TO PROMOTE NETWORKED FLOW
      5. CONCLUSION
      6. REFERENCES
    2. Chapter 11: Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ROLE-PLAYING GAMES WITH PROGRESSIVE DIFFICULTY LEVELS
      5. SANDBOX GAMES AND EXPLORATORY PLAY
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 12: This Drives Me Nuts!
      1. ABSTRACT
      2. INTRODUCTION
      3. POSITIVE TECHNOLOGY
      4. VIDEO GAMES AND EMOTIONS
      5. VIDEO GAMES AND NEGATIVE EMOTIONS
      6. IMPLICATIONS FOR VIDEO GAMES AS POSITIVE TECHNOLOGIES
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    4. Chapter 13: Serious Games and Gamified Tools for Psychological Intervention
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: THE RELEVANCE OF GAMIFICATION AND SERIOUS GAMES FOR PSYCHOLOGICAL INTERVENTION
      4. SERIOUS GAMES FOR PSYCHOLOGICAL INTERVENTION
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
  11. Section 5: Positive Interventions: Cognition and Stress
    1. Chapter 14: Positive Technology for Helping People Cope with Stress
      1. ABSTRACT
      2. INTRODUCTION
      3. PSYCHOLOGICAL ASSESSMENT OF STRESS SUPPORTED BY NEW TECHNOLOGIES
      4. POSITIVE TECHNOLOGY INTERVENTIONS FOR STRESS MANAGEMENT
      5. COMBINING ASSESSMENT AND INTERVENTION: THE INTERREALITY APPROACH
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. AKNOWLEDGMENT
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    2. Chapter 15: Using the Experience of Evoked Emotion in Virtual Reality to Manage Workplace Stress
      1. ABSTRACT
      2. INTRODUCTION
      3. AFFECTIVE STRATEGIES THAT SUPPORT PERFORMANCE UNDER STRESS
      4. AFFECTIVE CONTROL THEORY
      5. MEASURING AFFECT
      6. TRAINING AFFECTIVE SKILLS
      7. DISCUSSION
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
  12. Compilation of References
  13. About the Contributors