CHF 135,00

Subconscious Learning via Games and Social Media

Anglais · Livre Relié

Expédition généralement dans un délai de 6 à 7 semaines

Description

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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.

Résumé

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.

Détails du produit

Collaboration Olga Sourina (Editeur), David Wortley (Editeur), Seongdong Kim (Editeur), Davi Wortley (Editeur), Seong-Dong Kim (Editeur)
Edition Springer, Berlin
 
Contenu Livre
Forme du produit Livre Relié
Date de parution 01.01.2015
Catégorie Ecole et pédagogie > Auxiliaires pédagogiques/baccalauréat
Sciences naturelles, médecine, it, technique > Technique > Général, dictionnaires
 
EAN 9789812874078
ISBN 978-981-287-407-8
Nombre de pages 152
Illustrations VIII, 152 p. 72 illus., 60 illus. in color.
Dimensions (emballage) 17,6 x 24,2 x 1,3 cm
Poids (emballage) 356 g
 
Thème Gaming Media and Social Effects
Gaming Media and Social Effects
Catégories Soziologie, B, Medienwissenschaften, Education, Sociology, Communication, Computer-Anwendungen in den Sozial- und Verhaltenswissenschaften, engineering, Computer and Information Systems Applications, Mass Media, Application software, Educational Technology, Computational Intelligence, Media Sociology, Computer applications in the social & behavioural sciences, Computer Appl. in Social and Behavioral Sciences
 

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