Subconscious Learning via Games and Social Media

Author:   Olga Sourina ,  David Wortley ,  Seongdong Kim
Publisher:   Springer Verlag, Singapore
Edition:   Softcover reprint of the original 1st ed. 2015
ISBN:  

9789811013683


Pages:   152
Publication Date:   23 October 2016
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Subconscious Learning via Games and Social Media


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Overview

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.

Full Product Details

Author:   Olga Sourina ,  David Wortley ,  Seongdong Kim
Publisher:   Springer Verlag, Singapore
Imprint:   Springer Verlag, Singapore
Edition:   Softcover reprint of the original 1st ed. 2015
Dimensions:   Width: 15.50cm , Height: 0.90cm , Length: 23.50cm
Weight:   2.526kg
ISBN:  

9789811013683


ISBN 10:   9811013683
Pages:   152
Publication Date:   23 October 2016
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

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.

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