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[null,null,"Titolo",null,"Augmented Reality Games II : The Gamification of Education, Medicine and Art / / edited by Vladimir Geroimenko"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019"]
[null,null,"ISBN",null,"3-030-15620-6"]
[null,null,"Edizione",null,"[1st ed. 2019.]"]
[null,null,"Descrizione fisica",null,"1 online resource (314 pages) : illustrations"]
[null,null,"Disciplina",null,"006.8"]
[null,null,"Soggetti",null,"User interfaces (Computer systems)"]
[{"$nulls":4},"Computer games—Programming"]
[{"$nulls":4},"Education—Data processing"]
[{"$nulls":4},"Medical informatics"]
[{"$nulls":4},"User Interfaces and Human Computer Interaction"]
[{"$nulls":4},"Game Development"]
[{"$nulls":4},"Computers and Education"]
[{"$nulls":4},"Health Informatics"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Preface -- Augmented Reality Games in Education -- Augmented Reality Games in Medicine and Healthcare -- Augmented Reality Games in Art."]
[null,null,null,"Sommario/riassunto","This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and "]
[{"$nulls":4},"undergraduates) and all those interested in the rapidly developing area of augmented reality games. ."]