LEADER 04771nam 22007695 450 001 9910299825703321 005 20200701215138.0 010 $a981-287-408-9 024 7 $a10.1007/978-981-287-408-5 035 $a(CKB)3710000000403093 035 $a(EBL)2095943 035 $a(SSID)ssj0001501286 035 $a(PQKBManifestationID)11830577 035 $a(PQKBTitleCode)TC0001501286 035 $a(PQKBWorkID)11524176 035 $a(PQKB)11309573 035 $a(DE-He213)978-981-287-408-5 035 $a(MiAaPQ)EBC2095943 035 $a(PPN)185488137 035 $a(EXLCZ)993710000000403093 100 $a20150420d2015 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aSubconscious Learning via Games and Social Media /$fedited by Olga Sourina, David Wortley, Seongdong Kim 205 $a1st ed. 2015. 210 1$aSingapore :$cSpringer Singapore :$cImprint: Springer,$d2015. 215 $a1 online resource (158 p.) 225 1 $aGaming Media and Social Effects,$x2197-9685 300 $aDescription based upon print version of record. 311 $a981-287-407-0 320 $aIncludes bibliographical references. 327 $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. 330 $aThis book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial experts comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.  . 410 0$aGaming Media and Social Effects,$x2197-9685 606 $aComputational intelligence 606 $aEducational technology 606 $aMass media 606 $aCommunication 606 $aApplication software 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aEducational Technology$3https://scigraph.springernature.com/ontologies/product-market-codes/O21000 606 $aMedia Sociology$3https://scigraph.springernature.com/ontologies/product-market-codes/X22110 606 $aComputer Appl. in Social and Behavioral Sciences$3https://scigraph.springernature.com/ontologies/product-market-codes/I23028 615 0$aComputational intelligence. 615 0$aEducational technology. 615 0$aMass media. 615 0$aCommunication. 615 0$aApplication software. 615 14$aComputational Intelligence. 615 24$aEducational Technology. 615 24$aMedia Sociology. 615 24$aComputer Appl. in Social and Behavioral Sciences. 676 $a004 676 $a006.3 676 $a302.23 676 $a371.33 676 $a620 702 $aSourina$b Olga$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aWortley$b David$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aKim$b Seongdong$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910299825703321 996 $aSubconscious Learning via Games and Social Media$91413141 997 $aUNINA