• Medientyp: E-Book
  • Titel: Handbook of research on holistic perspectives in gamification for clinical practice
  • Enthält: Ethical challenges in online health games / Matthieu J. Guitton -- Change through experience: how experiential play and emotional engagement drive health game success / Georges Elias Khalil -- Gamification and health literacy / Badia Faddoul -- Gamification to improve adherence to clinical treatment advice: improving adherence to clinical treatment / Deborah Richards, Patrina H.Y. Caldwell -- Gamification: applications for health promotion and health information technology engagement / Hannah R. Marston, Amanda K Hall -- Guidelines for designing effective games as clinical interventions: mechanics, dynamics, aesthetics, and outcomes (MDAO) framework / Heather Browning -- Gamification in rehabilitation: finding the "just-right-challenge" / Rachel Proffitt -- The role of gamification and evolutionary computation in the provision of self-guided speech therapy / Conor Higgins [and 3 others] -- Using leap motion and gamification to facilitate and encourage rehabilitation for hand injuries: leap motion for rehabilitation / Jamie Taylor, Kevin Curran -- Gamified cognitive training to prevent cognitive decline / Musian Daniele, Antonio Ascolese -- Buddy up for exergames: how group dynamics principles can be applied to active health games / Alison Ede, Samuel Thomas Forlenza, Deborah L. Feltz -- Online social exergames for seniors: a pillar of gamification for clinical practice / Stathis Th. Konstantinidis [and 5 others] --
    The effects of active videogames on BMI among young people: a meta-analysis / Jonathan van 't Riet [and 3 others] -- Making exergames appealing: an assessment of commercial exergames / Emmanuel Agu [and 4 others] -- Muscle activation during exergame playing / Pooya Soltani, João Paulo Vilas-Boas -- Choices in gamification of therapy for PTSD / Dan Thomsen, Jeffrey M. Rye, Tammy Ott -- Online prevention and early intervention in the field of psychiatry using gamification in internet interventions: practical experience with a program targeting eating disorders in Czech Republic / Jana Hanusová [and 4 others] -- Gamificiation of therapy: treating selective mutism / Brian E. Bunnell [and 3 others] -- Review of serious games for people with diabetes / Alexandra Makhlysheva, Eirik Årsand, Gunnar Hartvigsen -- Integration of communication in a game to reflect and discuss dietary habits among school aged children / Mikio Kamada, Masaki Moriyama -- Interactive digital mobile gaming as a strategic tool in the fight against childhood obesity / Carminda Goersch Lamboglia [and 4 others] -- Game aspects in collaborative navigation of blind travelers / Jan Balata [and 3 others] -- Design of a multi-modal dexterity training interface for medical and biological sciences / Shahram Payandeh
  • Beteiligte: Novák, Daniel [HerausgeberIn]; Tulu, Bengisu [HerausgeberIn]; Brendryen, Håvar [HerausgeberIn]
  • Erschienen: Hershey, Pennsylvania: IGI Global, [2016]
  • Erschienen in: Advances in medical technologies and clinical practice (AMTCP) book series
  • Umfang: 1 Online-Ressource (636 Seiten)
  • Sprache: Englisch
  • DOI: 10.4018/978-1-4666-9522-1
  • ISBN: 9781466695238
  • Identifikator:
  • RVK-Notation: ST 640 : Medizin
    XF 3300 : Allgemeines
  • Schlagwörter: Serious game > Medizinische Informatik
  • Reproduktionsnotiz: Also available in print
  • Entstehung:
  • Anmerkungen: Includes bibliographical references and index
    Restricted to subscribers or individual electronic text purchasers
    Mode of access: World Wide Web
  • Beschreibung: "This book reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level"--Provided by publisher.
  • Zugangsstatus: Eingeschränkter Zugang