Subconscious Learning via Games and Social Media

Nonfiction, Computers, Advanced Computing, Artificial Intelligence, Reference & Language, Education & Teaching, Teaching, Computers & Technology, General Computing
Cover of the book Subconscious Learning via Games and Social Media by , Springer Singapore
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9789812874085
Publisher: Springer Singapore Publication: April 20, 2015
Imprint: Springer Language: English
Author:
ISBN: 9789812874085
Publisher: Springer Singapore
Publication: April 20, 2015
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Springer Singapore

Cover of the book Public Service Innovations in China by
Cover of the book Judging the State in International Trade and Investment Law by
Cover of the book Synthesis of Functionalized Organoboron Compounds Through Copper(I) Catalysis by
Cover of the book Introduction to Computational Mass Transfer by
Cover of the book Advances in Cultural Linguistics by
Cover of the book Combustion Optimization Based on Computational Intelligence by
Cover of the book Alternative Discourses on Modernization and Development by
Cover of the book Protein Reviews by
Cover of the book Formal Methods for Safety and Security by
Cover of the book What Matters in a Research to Practice Cycle? by
Cover of the book Fire Science and Technology 2015 by
Cover of the book Artificial Intelligence and Evolutionary Computations in Engineering Systems by
Cover of the book Haptic Interaction by
Cover of the book Life in Schools and Classrooms by
Cover of the book Doubly Classified Model with R by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy