Serious Games for Healthcare: Applications and Implications

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Author :
Publisher : IGI Global
ISBN 13 : 146661904X
Total Pages : 370 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Serious Games for Healthcare: Applications and Implications by : Arnab, Sylvester

Download or read book Serious Games for Healthcare: Applications and Implications written by Arnab, Sylvester and published by IGI Global. This book was released on 2012-07-31 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Virtual, Augmented Reality and Serious Games for Healthcare 1

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Author :
Publisher : Springer Science & Business
ISBN 13 : 3642548164
Total Pages : 570 pages
Book Rating : 4.6/5 (425 download)

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Book Synopsis Virtual, Augmented Reality and Serious Games for Healthcare 1 by : Minhua Ma

Download or read book Virtual, Augmented Reality and Serious Games for Healthcare 1 written by Minhua Ma and published by Springer Science & Business. This book was released on 2014-04-25 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy

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Author :
Publisher : IGI Global
ISBN 13 : 1799888258
Total Pages : 423 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy by : Vaz de Almeida, Cristina

Download or read book Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy written by Vaz de Almeida, Cristina and published by IGI Global. This book was released on 2021-09-17 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: Health literacy in practice requires the development of techniques that ensure that the patient can better access information, understand its content, know how to use this information, and make better health decisions. If the patient makes better health decisions, there are immediate reflexes in health outcomes. The aim is to develop an approach based on the commitment and creation of an atmosphere of trust that reduces uncertainty, anxiety, and embarrassment based on a process of assertive, clear, and positive communication (ACP model). The Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy brings the consolidation of knowledge, strategies, and techniques to improve health literacy. This book discusses the importance of making sound health decisions: decisions that can save lives, prevent premature deaths, avoid hospitalizations and abusive resources to medical emergencies, and improve overall health outcomes for the individual, family, community, and society. Covering topics such as dietary guidance, health behavior change models, and medication reconciliation, this resource has theoretical and practical aspects essential to health information libraries, hospitals, clinics, health centers, health schools, patient associations, health professionals, medical students, researchers, professors, and academicians.

Games for Health 2014

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Author :
Publisher : Springer
ISBN 13 : 3658071419
Total Pages : 153 pages
Book Rating : 4.6/5 (58 download)

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Book Synopsis Games for Health 2014 by : Ben Schouten

Download or read book Games for Health 2014 written by Ben Schouten and published by Springer. This book was released on 2014-10-28 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Games for Health

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 3658028971
Total Pages : 308 pages
Book Rating : 4.6/5 (58 download)

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Book Synopsis Games for Health by : Ben Schouten

Download or read book Games for Health written by Ben Schouten and published by Springer Science & Business Media. This book was released on 2013-10-16 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Digital Entertainment

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Author :
Publisher : Springer Nature
ISBN 13 : 9811597243
Total Pages : 265 pages
Book Rating : 4.8/5 (115 download)

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Book Synopsis Digital Entertainment by : Subhankar Das

Download or read book Digital Entertainment written by Subhankar Das and published by Springer Nature. This book was released on 2021-02-06 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).

Handbook of Research on Solving Modern Healthcare Challenges With Gamification

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Author :
Publisher : IGI Global
ISBN 13 : 179987477X
Total Pages : 382 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Solving Modern Healthcare Challenges With Gamification by : Alexandre Peixoto de Queirós, Ricardo

Download or read book Handbook of Research on Solving Modern Healthcare Challenges With Gamification written by Alexandre Peixoto de Queirós, Ricardo and published by IGI Global. This book was released on 2021-01-22 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education. Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.

Learning Games

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Author :
Publisher :
ISBN 13 : 9780989563505
Total Pages : 148 pages
Book Rating : 4.5/5 (635 download)

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Book Synopsis Learning Games by : Kim Smith

Download or read book Learning Games written by Kim Smith and published by . This book was released on 2013-06-20 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: Instructional resource for Health Science teachers.

The Oxford Handbook of Cyberpsychology

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Publisher : Oxford University Press, USA
ISBN 13 : 0198812744
Total Pages : 779 pages
Book Rating : 4.1/5 (988 download)

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Book Synopsis The Oxford Handbook of Cyberpsychology by : Alison Attrill-Smith

Download or read book The Oxford Handbook of Cyberpsychology written by Alison Attrill-Smith and published by Oxford University Press, USA. This book was released on 2019-05-21 with total page 779 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology,video gaming and cybercrime and cybersecurity.

A Guide to Human Gene Therapy

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Author :
Publisher : World Scientific
ISBN 13 : 9814280917
Total Pages : 415 pages
Book Rating : 4.8/5 (142 download)

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Book Synopsis A Guide to Human Gene Therapy by : Roland W. Herzog

Download or read book A Guide to Human Gene Therapy written by Roland W. Herzog and published by World Scientific. This book was released on 2010 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: 1. Non-viral gene therapy / Sean M. Sullivan -- 2. Adenoviral vectors / Stuart A. Nicklin and Andrew H. Baker -- 3. Retroviral vectors and integration analysis / Cynthia C. Bartholomae [und weitere] -- 4. Lentiviral vectors / Janka Matrai, Marinee K.L. Chuah and Thierry VandenDriessche -- 5. Herpes simplex virus vectors / William F. Goins [und weitere] -- 6. Adeno-Associated Viral (AAV) vectors / Nicholas Muzyczka -- 7. Regulatory RNA in gene therapy / Alfred. S. Lewin -- 8. DNA integrating vectors (Transposon, Integrase) / Lauren E. Woodard and Michele P. Calos -- 9. Homologous recombination and targeted gene modification for gene therapy / Matthew Porteus -- 10. Gene switches for pre-clinical studies in gene therapy / Caroline Le Guiner [und weitere] -- 11. Gene therapy for central nervous system disorders / Deborah Young and Patricia A. Lawlor -- 12. Gene therapy of hemoglobinopathies / Angela E. Rivers and Arun Srivastava -- 13. Gene therapy for primary immunodeficiencies / Aisha Sauer, Barbara Cassani and Alessandro Aiuti -- 14. Gene therapy for hemophilia / David Markusic, Babak Moghimi and Roland Herzog -- 15. Gene therapy for obesity and diabetes / Sergei Zolotukhin and Clive H. Wasserfall -- 16. Gene therapy for Duchenne muscular dystrophy / Takashi Okada and Shin'ichi Takeda -- 17. Cancer gene therapy / Kirsten A.K. Weigel-Van Aken -- 18. Gene therapy for autoimmune disorders / Daniel F. Gaddy, Melanie A. Ruffner and Paul D. Robbins -- 19. Gene therapy for inherited metabolic storage diseases / Cathryn Mah -- 20. Retinal diseases / Shannon E. Boye, Sanford L. Boye and William W. Hauswirth -- 21. A brief guide to gene therapy treatments for pulmonary diseases / Ashley T. Martino, Christian Mueller and Terence R. Flotte -- 22. Cardiovascular disease / Darin J. Falk, Cathryn S. Mah and Barry J. Byrne

From Games to Health

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Author :
Publisher : Moirai Publishing
ISBN 13 :
Total Pages : 64 pages
Book Rating : 4./5 ( download)

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Book Synopsis From Games to Health by : Anna Sort

Download or read book From Games to Health written by Anna Sort and published by Moirai Publishing. This book was released on 2017-11-21 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: Back in the day, playing video games was expensive and complicated, but everything changed when smartphones appeared. More people are playing than ever before, and video games are modifying how we spend our time, interact with the world, and engage with others. But what if the changes in human behaviour linked to video games could be transferred to other industries, such as healthcare? Wouldn't it be great to use them to improve patient care? This book looks at just that and identifies five key learnings from video games with the potential to transform healthcare for the better.

Computers and Games for Mental Health and Well-Being

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Author :
Publisher : Frontiers Media SA
ISBN 13 : 2889454967
Total Pages : 311 pages
Book Rating : 4.8/5 (894 download)

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Book Synopsis Computers and Games for Mental Health and Well-Being by : Yasser Khazaal

Download or read book Computers and Games for Mental Health and Well-Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Game Play

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Publisher : John Wiley & Sons
ISBN 13 : 0471437336
Total Pages : 417 pages
Book Rating : 4.4/5 (714 download)

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Book Synopsis Game Play by : Charles E. Schaefer

Download or read book Game Play written by Charles E. Schaefer and published by John Wiley & Sons. This book was released on 2004-03-29 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: The long-awaited revision of the only book on game play available for mental health professionals Not only is play a pleasurable, naturally occurring behavior found in humans, it is also a driving force in our development. As opposed to the unstructured play often utilized in psychotherapy, game playing invokes more goal-directed behavior, carries the benefits of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. This landmark, updated edition of Game Play explores the advantages of using games in clinical- and school-based therapeutic interventions with children and adolescents. This unique book shows how playing games can promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety-while setting the stage for deeper therapeutic intervention in subsequent sessions. Game Play Therapeutic Use of Childhood Games Second Edition Features: * New chapters on games in family therapy and games for specific disorders * Techniques and strategies for using game play to enhance communication, guidance, and relationships with clients * The different types of therapeutic games, elaborating on their various clinical applications

SuperBetter

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Publisher : Penguin
ISBN 13 : 0698185501
Total Pages : 480 pages
Book Rating : 4.6/5 (981 download)

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Book Synopsis SuperBetter by : Jane McGonigal

Download or read book SuperBetter written by Jane McGonigal and published by Penguin. This book was released on 2015-09-15 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.

Games for Training, Education, Health and Sports

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Author :
Publisher : Springer
ISBN 13 : 3319059726
Total Pages : 200 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis Games for Training, Education, Health and Sports by : Stefan Göbel

Download or read book Games for Training, Education, Health and Sports written by Stefan Göbel and published by Springer. This book was released on 2014-03-27 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.

Games for Training, Education, Health and Sports

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Author :
Publisher : Springer
ISBN 13 : 9783319059716
Total Pages : 0 pages
Book Rating : 4.0/5 (597 download)

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Book Synopsis Games for Training, Education, Health and Sports by : Stefan Göbel

Download or read book Games for Training, Education, Health and Sports written by Stefan Göbel and published by Springer. This book was released on 2014-04-02 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.

The Health Game

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Author :
Publisher :
ISBN 13 :
Total Pages : 264 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis The Health Game by : Rebecca Katharine Beeson

Download or read book The Health Game written by Rebecca Katharine Beeson and published by . This book was released on 1925 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: