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China, the Health Sector

China, the Health Sector PDF Author: Dean T. Jamison
Publisher:
ISBN:
Category : Medical
Languages : en
Pages : 264

Book Description
This review of China's health sector begins by noting China's achievements in population control, health status, and nutrition. The policies, sources of financing, and resource use that have contributed to China's successes are cited, and the evolution of several influences on health from outside the sector are discussed, including nutritional improvements, greater access to clean water and sanitary waste disposal, and fertility reduction. Two major challenges now face China's health sector: (i) extending the methods that have been successful to areas where mortality rates and deaths due to infectious diseases remain high; and (ii) developing and implementing approaches to management of chronic disease that combine prevention, low-cost treatment, rehabilitation, and humane care. Major innovation will be essential because resources are limited and plans for meeting the health needs of the population are ambitious. Institutions capable of innovation, experimentation, and analysis of public health problems must be developed. The report includes discussion of specific issues in the sector.

China, the Health Sector

China, the Health Sector PDF Author: Dean T. Jamison
Publisher:
ISBN:
Category : Medical
Languages : en
Pages : 264

Book Description
This review of China's health sector begins by noting China's achievements in population control, health status, and nutrition. The policies, sources of financing, and resource use that have contributed to China's successes are cited, and the evolution of several influences on health from outside the sector are discussed, including nutritional improvements, greater access to clean water and sanitary waste disposal, and fertility reduction. Two major challenges now face China's health sector: (i) extending the methods that have been successful to areas where mortality rates and deaths due to infectious diseases remain high; and (ii) developing and implementing approaches to management of chronic disease that combine prevention, low-cost treatment, rehabilitation, and humane care. Major innovation will be essential because resources are limited and plans for meeting the health needs of the population are ambitious. Institutions capable of innovation, experimentation, and analysis of public health problems must be developed. The report includes discussion of specific issues in the sector.

Comptes Nationaux Des Revenus Et Des Dépenses

Comptes Nationaux Des Revenus Et Des Dépenses PDF Author:
Publisher:
ISBN:
Category : National income
Languages : fr
Pages : 1102

Book Description


Provincial Economic Accounts

Provincial Economic Accounts PDF Author:
Publisher:
ISBN:
Category : Canada
Languages : en
Pages : 200

Book Description


Comptes Économiques Provinciaux; Données Au Stade Expérimental; Les Estimations Annuelles

Comptes Économiques Provinciaux; Données Au Stade Expérimental; Les Estimations Annuelles PDF Author: Statistics Canada. Gross National Product Division
Publisher:
ISBN:
Category : Canada
Languages : en
Pages : 248

Book Description


Government of Canada Publications

Government of Canada Publications PDF Author:
Publisher:
ISBN:
Category : Government publications
Languages : en
Pages : 1104

Book Description


Estimates

Estimates PDF Author: Canada
Publisher:
ISBN:
Category : Canada
Languages : en
Pages : 426

Book Description


Comptes Économiques Provinciaux

Comptes Économiques Provinciaux PDF Author:
Publisher:
ISBN:
Category : Canada
Languages : fr
Pages : 198

Book Description


Estimates

Estimates PDF Author: Statistics Canada
Publisher:
ISBN:
Category :
Languages : fr
Pages : 64

Book Description


Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being PDF Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311

Book Description
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?

Annual Report

Annual Report PDF Author: Canada. Dominion Bureau of Statistics
Publisher:
ISBN:
Category :
Languages : en
Pages : 504

Book Description