04841nam 22007935 450 991029982570332120250609111350.0981-287-408-910.1007/978-981-287-408-5(CKB)3710000000403093(EBL)2095943(SSID)ssj0001501286(PQKBManifestationID)11830577(PQKBTitleCode)TC0001501286(PQKBWorkID)11524176(PQKB)11309573(DE-He213)978-981-287-408-5(MiAaPQ)EBC2095943(PPN)185488137(MiAaPQ)EBC3109883(iGPub)SPNA0041305(EXLCZ)99371000000040309320150420d2015 u| 0engurnn#008mamaatxtccrSubconscious Learning via Games and Social Media /edited by Olga Sourina, David Wortley, Seongdong Kim1st ed. 2015.Singapore :Springer Singapore :Imprint: Springer,2015.1 online resource (158 p.)Gaming Media and Social Effects,2197-9685Description based upon print version of record.981-287-407-0 Includes bibliographical references.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.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.  .Gaming Media and Social Effects,2197-9685Computational intelligenceEducational technologyMass mediaCommunicationApplication softwareComputational Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/T11014Educational Technologyhttps://scigraph.springernature.com/ontologies/product-market-codes/O21000Media Sociologyhttps://scigraph.springernature.com/ontologies/product-market-codes/X22110Computer Appl. in Social and Behavioral Scienceshttps://scigraph.springernature.com/ontologies/product-market-codes/I23028Computational intelligence.Educational technology.Mass media.Communication.Application software.Computational Intelligence.Educational Technology.Media Sociology.Computer Appl. in Social and Behavioral Sciences.004006.3302.23371.33620Sourina Olgaedthttp://id.loc.gov/vocabulary/relators/edtWortley Davidedthttp://id.loc.gov/vocabulary/relators/edtKim Seongdongedthttp://id.loc.gov/vocabulary/relators/edtBOOK9910299825703321Subconscious Learning via Games and Social Media1413141UNINA