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Herausgeber: 
  • David Wortley
  • Olga Sourina
  • Seongdong Kim
  • Subconscious Learning via Games and Social Media 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  Oktober 2016  
    Genre:  Naturwissensch., Medizin, Technik 
     
    Application software / B / Communication / Computational Intelligence / Computer and Information Systems Applications / Computer Appl. in Social and Behavioral Sciences / Computer applications in the social & behavioural sciences / Education / Educational Technology / engineering / Mass Media / Media Sociology / Sociology
    ISBN:  9789811013683 
    EAN-Code: 
    9789811013683 
    Verlag:  Springer Nature EN 
    Einband:  Kartoniert  
    Sprache:  English  
    Serie:  Gaming Media and Social Effects  
    Dimensionen:  H 235 mm / B 155 mm / D  
    Gewicht:  2526 gr 
    Seiten:  152 
    Illustration:  VIII, 152 p. 72 illus., 60 illus. in color., schwarz-weiss Illustrationen, farbige Illustrationen 
    Zus. Info:  Previously published in hardcover 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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.

     

      
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