000 03857nam a22005655i 4500
001 978-981-287-408-5
003 DE-He213
005 20200420220223.0
007 cr nn 008mamaa
008 150420s2015 si | s |||| 0|eng d
020 _a9789812874085
_9978-981-287-408-5
024 7 _a10.1007/978-981-287-408-5
_2doi
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
_h[electronic resource] /
_cedited by Olga Sourina, David Wortley, Seongdong Kim.
264 1 _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
347 _atext file
_bPDF
_2rda
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.
650 0 _aApplication software.
650 0 _aEducational technology.
650 0 _aComputational intelligence.
650 0 _aMass media.
650 0 _aCommunication.
650 0 _aSocial sciences in mass media.
650 1 4 _aEngineering.
650 2 4 _aComputational Intelligence.
650 2 4 _aEducational Technology.
650 2 4 _aMedia Sociology.
650 2 4 _aComputer Appl. in Social and Behavioral Sciences.
700 1 _aSourina, Olga.
_eeditor.
700 1 _aWortley, David.
_eeditor.
700 1 _aKim, Seongdong.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9789812874078
830 0 _aGaming Media and Social Effects,
_x2197-9685
856 4 0 _uhttp://dx.doi.org/10.1007/978-981-287-408-5
912 _aZDB-2-ENG
942 _cEBK
999 _c51992
_d51992