LEADER 05464nam 22007815 450 001 9910855377103321 005 20251201111820.0 010 $a9783031544750 010 $a3031544757 024 7 $a10.1007/978-3-031-54475-0 035 $a(CKB)31988473000041 035 $a(MiAaPQ)EBC31326259 035 $a(Au-PeEL)EBL31326259 035 $a(DE-He213)978-3-031-54475-0 035 $a(OCoLC)1434119716 035 $a(EXLCZ)9931988473000041 100 $a20240507d2024 u| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aAugmented Reality Games II $eThe Gamification of Education, Medicine and Art /$fedited by Vladimir Geroimenko 205 $a2nd ed. 2024. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2024. 215 $a1 online resource (371 pages) 225 0 $aComputer Science Series 311 08$a9783031544743 311 08$a3031544749 327 $aPart I: Augmented reality games in education -- Educational augmented reality games -- New horizons for digital youth: Augmented reality and the gamification of elementary and secondary education -- A new key competence: Teachers? methodological knowledge of augmented reality and its gaming potential -- Augmented imagination: Creating immersive and playful reading experiences -- Learning to build a Doric temple: The augmentation of knowledge through AR gamification -- Explorations in mixed reality with learning and teaching frameworks: Lessons from Ludus and the Vulcan academy -- Novel teaching methods in the classroom: The use of augmented reality games -- Part II: Augmented reality games in medicine and healthcare -- The unexplored potential of playful ambient projection-based AR to improve well-being -- Augmented reality games for health promotion in old age -- The healing App: Augmented reality and art for pediatric patients with chronic pain -- From boring to engaging: Using gamification to transform dental education and practice -- The gamification of physical education using augmented reality technology -- Part III: Augmented reality games in art -- The gamification of augmented reality art -- Unintended consequence: Pervasive games and public art -- Defacing the ?Balloon Dog?: Art, algorithmic culture and augmented reality -- Circumpolar gamifications in the age of global warming: Ice levels, anxiety and the Anthropocene -- Augmented reality gaming in public space: Dealing with non-player characters or having a shared experience?- Concluding remarks. 330 $aThis is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games. This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers? novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics. Intended as a starting point for exploring this new fascinating area of research and game development, it will be essential reading not only for researchers, practitioners, game developers, and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games. 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aVideo games$xProgramming 606 $aEducation$xData processing 606 $aMedical informatics 606 $aUser Interfaces and Human Computer Interaction 606 $aGame Development 606 $aComputers and Education 606 $aHealth Informatics 606 $aInterfícies d'usuari (Sistemes d'ordinadors)$2thub 606 $aInteracció persona-ordinador$2thub 606 $aRealitat augmentada$2thub 606 $aLudificació$2thub 608 $aLlibres electrònics$2thub 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aVideo games$xProgramming. 615 0$aEducation$xData processing. 615 0$aMedical informatics. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aGame Development. 615 24$aComputers and Education. 615 24$aHealth Informatics. 615 7$aInterfícies d'usuari (Sistemes d'ordinadors) 615 7$aInteracció persona-ordinador 615 7$aRealitat augmentada 615 7$aLudificació 676 $a5,437 676 $a4,019 700 $aGeroimenko$b Vladimir$01737605 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910855377103321 996 $aAugmented Reality Games II$94159590 997 $aUNINA