Subconscious Learning via Games and Social Media (eBook)
VIII, 152 Seiten
Springer Singapore (Verlag)
978-981-287-408-5 (ISBN)
This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area.
These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.
This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area.These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.
Future of Immersive Technologies and Serious Games.- Interactive Capacity Building Experience: An Approach with Serious Games.- User Generated Character Behaviors in Educational Games.- Applying EEG to Develop a Case of Game-based Learning.- Associating Sport Skills Through Virtual Games: An Introductory Approach.- Research and Development of a Game for Stand-Up Rehabilitation Training: How We Stand Up to Our Super Aging Society.- EEG-enabled Personalized Digital Experience.- Ergonomic Requirements for Creating Online Educational Games Adapted for Seniors.- Semi Portable Rehab System Using Serious Games.- Brainpal: Gaming for Attention.- Therapeutic Considerations When Designing Kinect Games for the Elderly.- CyberPharmacy through the Lens of Modular Systems Theory: Architecture and Governance.- Evidence Based Use of Serious Games in Rehabilitation.
| Erscheint lt. Verlag | 20.4.2015 |
|---|---|
| Reihe/Serie | Gaming Media and Social Effects | Gaming Media and Social Effects |
| Zusatzinfo | VIII, 152 p. 72 illus., 60 illus. in color. |
| Verlagsort | Singapore |
| Sprache | englisch |
| Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
| Geisteswissenschaften | |
| Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
| Medizin / Pharmazie ► Gesundheitswesen | |
| Sozialwissenschaften ► Pädagogik | |
| Sozialwissenschaften ► Politik / Verwaltung | |
| Technik | |
| Schlagworte | Educational Games • Educational technology • Edutainment Space • Game Development • Immersive Technologies • Serious Games • Serious Games Educational • therapeutic games |
| ISBN-10 | 981-287-408-9 / 9812874089 |
| ISBN-13 | 978-981-287-408-5 / 9789812874085 |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
| Haben Sie eine Frage zum Produkt? |
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