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020 _a9789812874085
_9978-981-287-408-5
024 7 _a10.1007/978-981-287-408-5
_2doi
035 _ato000562940
040 _aSpringer
_cSpringer
_dRU-ToGU
050 4 _aQ342
072 7 _aUYQ
_2bicssc
072 7 _aCOM004000
_2bisacsh
082 0 4 _a006.3
_223
245 1 0 _aSubconscious Learning via Games and Social Media
_helectronic resource
_cedited by Olga Sourina, David Wortley, Seongdong Kim.
260 _aSingapore :
_bSpringer Singapore :
_bImprint: Springer,
_c2015.
300 _aVIII, 152 p. 72 illus., 60 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aGaming Media and Social Effects,
_x2197-9685
505 0 _aA 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.
520 _aThis 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.  .
650 0 _aengineering.
_9224332
650 0 _aApplication software.
_9459955
650 0 _aEducational technology.
_9303678
650 0 _aComputational Intelligence.
_9307538
650 0 _aMass media.
_9136118
650 0 _aCommunication.
_9135445
650 0 _aSocial sciences in mass media.
_9463285
650 1 4 _aEngineering.
_9224332
650 2 4 _aComputational Intelligence.
_9307538
650 2 4 _aEducational Technology.
_9303678
650 2 4 _aMedia Sociology.
_9449221
650 2 4 _aComputer Appl. in Social and Behavioral Sciences.
_9303250
700 1 _aSourina, Olga.
_eeditor.
_9471644
700 1 _aWortley, David.
_eeditor.
_9471645
700 1 _aKim, Seongdong.
_eeditor.
_9328841
710 2 _aSpringerLink (Online service)
_9143950
773 0 _tSpringer eBooks
830 0 _aGaming Media and Social Effects,
_9567431
856 4 0 _uhttp://dx.doi.org/10.1007/978-981-287-408-5
912 _aZDB-2-ENG
999 _c417798