Subconscious Learning via Games and Social Media

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Details

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.


Presents the applications of serious games in Asian healthcare and adult learning environment Covers many different applications of educational games used in healthcare Written by experts in the field Includes supplementary material: sn.pub/extras

Inhalt

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.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09789811013683
    • Genre Technology Encyclopedias
    • Auflage Softcover reprint of the original 1st edition 2015
    • Editor Olga Sourina, Seongdong Kim, David Wortley
    • Lesemotiv Verstehen
    • Anzahl Seiten 160
    • Herausgeber Springer Nature Singapore
    • Größe H235mm x B155mm x T9mm
    • Jahr 2016
    • EAN 9789811013683
    • Format Kartonierter Einband
    • ISBN 9811013683
    • Veröffentlichung 23.10.2016
    • Titel Subconscious Learning via Games and Social Media
    • Untertitel Gaming Media and Social Effects
    • Gewicht 254g
    • Sprache Englisch

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