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書名 Subconscious learning via games and social media / edited by Olga Sourina, David Wortley, Seongdong Kim
出版項 Singapore : Springer Singapore : Imprint: Springer, 2015
國際標準書號 9789812874085 (electronic bk.)
9789812874078 (paper)
國際標準號碼 10.1007/978-981-287-408-5 doi
book jacket
說明 1 online resource (viii, 152 pages) : illustrations, digital ; 24 cm
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file PDF rda
系列 Gaming media and social effects, 2197-9685
Gaming media and social effects
附註 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
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
Host Item Springer eBooks
主題 Computer games
Educational games
Games -- Study and teaching
Learning
Engineering
Computational Intelligence
Educational Technology
Media Sociology
Computer Appl. in Social and Behavioral Sciences
Alt Author Sourina, Olga, editor
Wortley, David, editor
Kim, Seongdong, editor
SpringerLink (Online service)
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