Health & Fitness

Serious Games for Healthcare: Applications and Implications

Author: Arnab, Sylvester

Publisher: IGI Global

ISBN:

Category: Health & Fitness

Page: 370

View: 230

With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.
Technology & Engineering

Virtual, Augmented Reality and Serious Games for Healthcare 1

Author: Minhua Ma

Publisher: Springer Science & Business

ISBN:

Category: Technology & Engineering

Page: 568

View: 638

There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.
Computers

Entertainment Computing and Serious Games

Author: Ralf Dörner

Publisher: Springer

ISBN:

Category: Computers

Page: 541

View: 992

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
Computers

Handbook of Research on Promoting Economic and Social Development Through Serious Games

Author: Bernardes, Oscar

Publisher: IGI Global

ISBN:

Category: Computers

Page: 665

View: 135

While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.
Technology & Engineering

Simulations, Serious Games and Their Applications

Author: Yiyu Cai

Publisher: Springer Science & Business Media

ISBN:

Category: Technology & Engineering

Page: 258

View: 570

This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
Medical

Games for Health

Author: Ben Schouten

Publisher: Springer Science & Business Media

ISBN:

Category: Medical

Page: 308

View: 739

Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
Education

Serious Games

Author: Ute Ritterfeld

Publisher: Routledge

ISBN:

Category: Education

Page: 552

View: 526

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
Education

Handbook of Research on Serious Games as Educational, Business and Research Tools

Author: Cruz-Cunha, Maria Manuela

Publisher: IGI Global

ISBN:

Category: Education

Page: 1630

View: 233

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
Medical

Simulations in Medicine

Author: Irena Roterman-Konieczna

Publisher: Walter de Gruyter GmbH & Co KG

ISBN:

Category: Medical

Page: 348

View: 504

Simulations are an integral part of medical education today. Many universities have simulation centers, so-called skills labs, where students and medical personal can practice diagnostics and procedures on life-like mannequins. Others offer simulation courses in the different sub-disciplines. In the pre-clinical phase, simulations are used to illustrate basic principles in physiology, anatomy, genetics, and biochemistry. For example, simulations can show how the metabolism of enzymes changes in the presence of inhibitors, illustrating drug actions. This book covers all areas of simulations in medicine, starting from the molecular level via tissues and organs to the whole body. At the beginning of each chapter, a biological phenomenon is described, such as cell communication, gene translation, or the action of anti-carcinogenic drugs on tumors. In the following, simulations that illustrate these phenomena are discussed in detail, with the focus on how to use and interpret these simulations. The book is complemented by topics such as serious games and distance medicine. The book is based on a course for medical students organized in the editor's department. Every year, around 300 international undergraduate medical students take the course.