Serious Games for Healthcare: Applications and Implications

Serious Games for Healthcare: Applications and Implications
Title Serious Games for Healthcare: Applications and Implications PDF eBook
Author Arnab, Sylvester
Publisher IGI Global
Pages 370
Release 2012-07-31
Genre Health & Fitness
ISBN 146661904X

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With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Title Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches PDF eBook
Author Felicia, Patrick
Publisher IGI Global
Pages 1462
Release 2011-04-30
Genre Education
ISBN 1609604962

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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Games and Learning Alliance

Games and Learning Alliance
Title Games and Learning Alliance PDF eBook
Author Pierpaolo Dondio
Publisher Springer Nature
Pages 481
Release 2023-11-28
Genre Computers
ISBN 3031490657

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This LNCS volume constitutes the proceedings of 12th International Conference, GALA 2023, in Dublin, Ireland, held during November/December 2023. The 36 full papers and 13 short papers were carefully reviewed and selected from 88 submissions. The papers contained in this book have been organized into six categories, reflecting the variety of theoretical approaches and application domains of research into serious games: 1. The Serious Games and Game Design 2. User experience, User Evaluation and User Analysis in Serious Games 3. Serious Games for Instruction 4. Serious Games for Health, Wellbeing and Social Change 5. Evaluating and Assessing Serious Games Elements 6. Posters

The Gamification of Society

The Gamification of Society
Title The Gamification of Society PDF eBook
Author Stéphane Le Lay
Publisher John Wiley & Sons
Pages 226
Release 2021-03-29
Genre Social Science
ISBN 1119821533

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The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamifications logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their mechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts those of Norway, Belgium, the United States and France, among others.

Simulations, Serious Games and Their Applications

Simulations, Serious Games and Their Applications
Title Simulations, Serious Games and Their Applications PDF eBook
Author Yiyu Cai
Publisher Springer Science & Business Media
Pages 262
Release 2013-11-08
Genre Technology & Engineering
ISBN 9814560324

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This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Les serious games

Les serious games
Title Les serious games PDF eBook
Author Yasmine Kasbi
Publisher Edipro
Pages 306
Release 2012
Genre Computer games
ISBN 2874962058

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A destination des enseignants et des formateurs, ce manuel montre le potentiel pédagogique des jeux vidéo. Il détaille les atouts et les enjeux de ces nouvelles technologies, en cohérence avec les pédagogies actives prônées actuellement.

Serious Games

Serious Games
Title Serious Games PDF eBook
Author Clark C. Abt
Publisher University Press of America
Pages 200
Release 1987
Genre Education
ISBN 9780819161482

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The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques.