ESS - CSH - Livro, parte de livro ou capítulo de livro
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Browsing ESS - CSH - Livro, parte de livro ou capítulo de livro by Author "Geraldo, Andreia"
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- The road to digitally-driven Mental Health Services: Remote psychological interventionsPublication . Dores, Artemisa Rocha; Geraldo, Andreia; Martins, HelenaIntervention in mental health urges new solutions that merge solid theoretical foundations and new pos sibilities provided by technological development. This chapter is structured around results from a data mining technique using VOSViewer, which organized the field into five clusters of published literature: (1) most affected populations, (2) mental illness/disorders and their impact, (3) the expansion of remote interventions, (4) ICT potential to overcome limitations and (5) a positive approach to ICTs in mental health care. Solutions and recommendations are presented to overcome the issues identified, including how future interventions should consider old and new issues as the ones raised by the COVID-19 pan demic. Computer-based or web-based interventions are hereby presented as part of the revolution towards digital mental health or e-mental health. This approach has the potential to deconfine interventions, releasing them from the traditional settings and reaching new populations. It also reinforces the path already started, from the secondary to the primary and primordial prevention, towards the modification of the psychopathological trajectories.
- The role of gamification in neurocognitive rehabilitationPublication . Dores, Artemisa Rocha; Geraldo, Andreia; Martins, HelenaNeurocognitive rehabilitation continues to face difficult challenges related to patient and institutional characteristics. This reality requires innovate solutions to increase patient motivation and involvement in the process, turning rehabilitation more meaningful and pleasurable, as well as to help therapists overcome difficulties such as the absence of material and human resources. Innovate rehabilitation techniques have the potential to create motivating, personalized, and ecologically valide tasks. In this chapter, the authors describe the reality of neurocognitive rehabilitation in acquired brain injury and present the advantages nd potential of digital information and communication technologies, especially serious games and gamification. Distinctive elements of these solutions and a reflection on the evolution of this area are presented. In order to establish evidence-based practices, it will be necessary demonstrate unequivocally the development of competences by the patients, supported by theses new solutions, and its generalization to real-life activities in future research. (80-99)
