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020 _a9789812874085
024 7 _a10.1007/978-981-287-408-5
_2doi
040 _bspa
_dES-MaUEC
050 4 _aLB1029.G3
_b2015 EB
245 1 0 _aSubconscious Learning via Games and Social Media
_cedited by Olga Sourina, David Wortley, Seongdong Kim.
264 1 _aSingapore
_bSpringer International Publishing
_c2015
300 _a1 recurso en línea (VIII, 152 páginas 72 ilustraciones, 60 ilustraciones a color.)
336 _2rdacontent
_aTexto (visual)
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
490 0 _aGaming Media and Social Effects,
_x2197-9685
490 0 _aEngineering (Springer-11647)
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 3 _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.  .
988 _aEBSPRINGER_2018
650 7 _9140291
_aJuegos educativos
_2embne
700 1 _aSourina, Olga.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_0http://id.loc.gov/authorities/names/no2015120399
_1http://viaf.org/viaf/317123886/
700 1 _aWortley, David.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_0http://id.loc.gov/authorities/names/nb2013012054
_1http://viaf.org/viaf/304109840/
700 1 _aKim, Seongdong.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_1http://viaf.org/viaf/73913000/
776 0 8 _iEdición impresa:
_z9789812874092
776 0 8 _iEdición impresa:
_z9789812874078
776 0 8 _iEdición impresa:
_z9789811013683
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-981-287-408-5
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b03/2019
_dq
_zSI