1.

Record Nr.

UNINA9910299825703321

Titolo

Subconscious Learning via Games and Social Media / / edited by Olga Sourina, David Wortley, Seongdong Kim

Pubbl/distr/stampa

Singapore : , : Springer Singapore : , : Imprint : Springer, , 2015

ISBN

981-287-408-9

Edizione

[1st ed. 2015.]

Descrizione fisica

1 online resource (158 p.)

Collana

Gaming Media and Social Effects, , 2197-9685

Disciplina

004

006.3

302.23

371.33

620

Soggetti

Computational intelligence

Educational technology

Mass media

Communication

Application software

Computational Intelligence

Educational Technology

Media Sociology

Computer Appl. in Social and Behavioral Sciences

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references.

Nota di contenuto

A 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.

Sommario/riassunto

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.  .