Summary Computer games and simulations were used extensively in a comprehensive health promotion for adolescents. These strategies were used to attract adolescents to BARN (Body Awareness Resource Network), as well as helping to hold interest. In each of the six topic areas (AIDS, Alcohol and Other Drags, Body Management, Human Sexuality, Smoking and Stress Management) quiz games challenged users to test their knowledge on a topic. Simulations challenges users to apply health information in hypothetical situations. Games were a more important factor in selection of BARN for younger users than for older users. BARN game users were not more likely than non-game users to be isers of other computer or video games, nor did game users engage in more risk taking behaviors (e.g., alcohol and other drugs) than non-game users.
{"title":"Computer Games and Simulations as Tools to Reach and Engage Adolescents in Health Promotion Activities","authors":"K. Bosworth","doi":"10.1300/J407V11N01_02","DOIUrl":"https://doi.org/10.1300/J407V11N01_02","url":null,"abstract":"Summary Computer games and simulations were used extensively in a comprehensive health promotion for adolescents. These strategies were used to attract adolescents to BARN (Body Awareness Resource Network), as well as helping to hold interest. In each of the six topic areas (AIDS, Alcohol and Other Drags, Body Management, Human Sexuality, Smoking and Stress Management) quiz games challenged users to test their knowledge on a topic. Simulations challenges users to apply health information in hypothetical situations. Games were a more important factor in selection of BARN for younger users than for older users. BARN game users were not more likely than non-game users to be isers of other computer or video games, nor did game users engage in more risk taking behaviors (e.g., alcohol and other drugs) than non-game users.","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129755688","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Summary Specific therapeutic currently used in human services are described and analyzed in this article. Games that have been created specifically for use in the human services are presented in two categories. A number of games purpose-defined for ise by youth are described first. Therapeutic goals, game purpose, role of facilitator, format and settings for play are earned for each of these games. Examples of purposes for such games are imparting information to young offenders, increasing impulse control in targeted adolescents, and aiding players in tecoming more cooperative and enthusiastic about treatment. Secondly, three select games purpose-designed for use by adults and elderly are outlined. In conclusion, the adaptation of commercial software to fit the needs of distinct client populations is discussed and examples of this occurrence are given. Implications of future computer game development for use in the human service field are discussed.
{"title":"Computer Games in the Human Services—A Review","authors":"H. Resnick, M. Sherer","doi":"10.1300/J407V11N01_03","DOIUrl":"https://doi.org/10.1300/J407V11N01_03","url":null,"abstract":"Summary Specific therapeutic currently used in human services are described and analyzed in this article. Games that have been created specifically for use in the human services are presented in two categories. A number of games purpose-defined for ise by youth are described first. Therapeutic goals, game purpose, role of facilitator, format and settings for play are earned for each of these games. Examples of purposes for such games are imparting information to young offenders, increasing impulse control in targeted adolescents, and aiding players in tecoming more cooperative and enthusiastic about treatment. Secondly, three select games purpose-designed for use by adults and elderly are outlined. In conclusion, the adaptation of commercial software to fit the needs of distinct client populations is discussed and examples of this occurrence are given. Implications of future computer game development for use in the human service field are discussed.","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129163911","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Summary This author distinguishes between short-term memory and working memory. The game, Memory For Goblins has been developed primarily for use in the assessment of working memory, In addition, this game can be used for the training of working memory. The game is described in this article with particular attention to its use with older populations.
{"title":"Memory for Goblins: A Computer Game for Assessing and Training Working Memory Skill","authors":"E. Ryan","doi":"10.1300/J407V11N01_19","DOIUrl":"https://doi.org/10.1300/J407V11N01_19","url":null,"abstract":"Summary This author distinguishes between short-term memory and working memory. The game, Memory For Goblins has been developed primarily for use in the assessment of working memory, In addition, this game can be used for the training of working memory. The game is described in this article with particular attention to its use with older populations.","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122965006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A computer-assisted therapeutic game for adolescents: Initial development and comments.","authors":"Betty Clarke Mssw, D. Schoech","doi":"10.1300/J407V11N01_12","DOIUrl":"https://doi.org/10.1300/J407V11N01_12","url":null,"abstract":"","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"144 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124221856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Summary Computer games are being put to work in the human services to realize a wide variety of purposes. This article presents guidelines for selecting computer games from the public domain software that has become widely available. Suggestions are offered for building a computer game library that can be beneficial for the professionals who use this software, and their clients.
{"title":"Computer Games: Public Domain Software for Human Service Programs","authors":"G. R. Whitcomb, Lisw","doi":"10.1300/J407v11n03_10","DOIUrl":"https://doi.org/10.1300/J407v11n03_10","url":null,"abstract":"Summary Computer games are being put to work in the human services to realize a wide variety of purposes. This article presents guidelines for selecting computer games from the public domain software that has become widely available. Suggestions are offered for building a computer game library that can be beneficial for the professionals who use this software, and their clients.","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126730630","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Summary Problem Solving in Case Management (PIC) is a software package which teaches case management skills through a simulated case presentation of an individual with severe and persistent mental illness. The program instructs students to identify and prioritize client needs, select alternatives and respond to randomly presented outcomes. An individual's own solutions can be typed in and a dictionary describing sendees and terms is available for reference. The user can review the client's current status and may access help with the functioning of the program at any time. A record of the student's exercise may be printed out and used in class discussion or in conference with the instructor. The program was designed and scripted using the Apple Macintosh computer with HyperCard software.
{"title":"Problem Solving in Case Management (PIC): A Computer Assisted Instruction Simulation","authors":"Judith I. Gray Acsw","doi":"10.1300/J407v11n03_04","DOIUrl":"https://doi.org/10.1300/J407v11n03_04","url":null,"abstract":"Summary Problem Solving in Case Management (PIC) is a software package which teaches case management skills through a simulated case presentation of an individual with severe and persistent mental illness. The program instructs students to identify and prioritize client needs, select alternatives and respond to randomly presented outcomes. An individual's own solutions can be typed in and a dictionary describing sendees and terms is available for reference. The user can review the client's current status and may access help with the functioning of the program at any time. A record of the student's exercise may be printed out and used in class discussion or in conference with the instructor. The program was designed and scripted using the Apple Macintosh computer with HyperCard software.","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121555415","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Martha Farris Msw, Robin Bates Msw, H. Resnick, N. Stabler
Summary The authors of-this article discuss the value of computer-use among older adults. It Is suggested that older adults can benefit significantly from ongoing education and that computers can be a valuable tool in this process. The cognitive capacities of older adults are discussed, with particular attention paid to long- and short-term memory functioning. The use of computers for memory skills training is highlighted. A study was undertaken using the computer game “Memory of Goblins” at the Seattle Day Center for Adults. This article describes both the game and how the project was conducted. Limitations of the study are presented. Although the authors acknowledge that conclusions are difficult to draw from this particular study, there is evidence to suggest that the impact of computer use among the elderly population can be profound. Implications for future research are presented.
{"title":"Evaluation of Computer Games' Impact upon Cognitively Impaired Frail Elderly","authors":"Martha Farris Msw, Robin Bates Msw, H. Resnick, N. Stabler","doi":"10.1300/J407V11N01_20","DOIUrl":"https://doi.org/10.1300/J407V11N01_20","url":null,"abstract":"Summary The authors of-this article discuss the value of computer-use among older adults. It Is suggested that older adults can benefit significantly from ongoing education and that computers can be a valuable tool in this process. The cognitive capacities of older adults are discussed, with particular attention paid to long- and short-term memory functioning. The use of computers for memory skills training is highlighted. A study was undertaken using the computer game “Memory of Goblins” at the Seattle Day Center for Adults. This article describes both the game and how the project was conducted. Limitations of the study are presented. Although the authors acknowledge that conclusions are difficult to draw from this particular study, there is evidence to suggest that the impact of computer use among the elderly population can be profound. Implications for future research are presented.","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126078809","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Summary Therapeutic applications of computer software in work with individuals and with groups is discussed in this article. The applications described here were used with adolescents at a psychiatric treatment center and involved using commercially available software. An adventure-fantasy game and a fantasy role-playing game are described as helpful in work with individuals. The importance and utilization of fantasy in play is expressed. A mystery computer game is presented as useful when working with groups. The author concludes that computer games have useful therapeutic value if applied by skilled professionals. It is suggested that further research can and should inform improvements to computer-assisted therapy.
{"title":"Therapeutic Applications of Commercially Available Computer Software","authors":"MEd Gordon K. Favelle Ba","doi":"10.1300/J407V11N01_14","DOIUrl":"https://doi.org/10.1300/J407V11N01_14","url":null,"abstract":"Summary Therapeutic applications of computer software in work with individuals and with groups is discussed in this article. The applications described here were used with adolescents at a psychiatric treatment center and involved using commercially available software. An adventure-fantasy game and a fantasy role-playing game are described as helpful in work with individuals. The importance and utilization of fantasy in play is expressed. A mystery computer game is presented as useful when working with groups. The author concludes that computer games have useful therapeutic value if applied by skilled professionals. It is suggested that further research can and should inform improvements to computer-assisted therapy.","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131140654","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Summary The benefits of computer use by the elderly are named in this article. Described here is a project instigated to determine feasibility of computer use with frail institutionalized elderly. The four games used in this project are presented, as are participant reactions to these games. Computer use was found to be not only valuable as a learning tool, but a diagnostic one as well The author looks to practitioners in the future to investigate the possibilities of using computer games in their work with the elderly.
{"title":"Computer Games for the Frail Elderly","authors":"Shulamith Weisman MEd","doi":"10.1300/J407V11N01_21","DOIUrl":"https://doi.org/10.1300/J407V11N01_21","url":null,"abstract":"Summary The benefits of computer use by the elderly are named in this article. Described here is a project instigated to determine feasibility of computer use with frail institutionalized elderly. The four games used in this project are presented, as are participant reactions to these games. Computer use was found to be not only valuable as a learning tool, but a diagnostic one as well The author looks to practitioners in the future to investigate the possibilities of using computer games in their work with the elderly.","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127021500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Introduction: Electronic Technology in Human Service Practice","authors":"H. Resnick","doi":"10.1300/J407v11n01_05","DOIUrl":"https://doi.org/10.1300/J407v11n01_05","url":null,"abstract":"","PeriodicalId":422385,"journal":{"name":"Computers in Human Services","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122149428","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}