Concurrent users
Unlimited
Authorized users
Authorized users
Document Delivery Supplied
Can lend chapters, not whole ebooks
Title
Subconscious learning via games and social media [electronic resource] / Olga Sourina, David Wortley, Seongdong Kim, editors.
ISBN
9789812874085 electronic book
9812874089 electronic book
9789812874078
Published
Singapore : Springer, [2015]
Copyright
©2015
Language
English
Description
1 online resource : illustrations
Item Number
10.1007/978-981-287-408-5 doi
Call Number
LB1029.G3
Dewey Decimal Classification
371.33/70285
Summary
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 experts 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.
Bibliography, etc. Note
Includes bibliographical references.
Access Note
Access limited to authorized users.
Series
Gaming media and social effects.
Available in Other Form
Print version: 9789812874078
A evaluation of 3D Character Reflectance and realistic implementation for FPS Game
Play it Safe: a situational game for occupational safety
Capacity building in water with serious games
The Future of Immersive Technologies and Serious Games
User Generated Character Behaviors in Educational games
Can we play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention Deficit Hyperactivity Disorder
Associating Sport Skills through Virtual Games: An Introductory Approach
Technology Acceptance of THAI Primary Student On OUTDOOR Learning Activity Using Mobile Device
Ergonomic Criteria for Creating Online Educational Games for Seniors
EEG-Based Serious Games.