Details

Title: Advances in medical technologies and clinical practice book series. Handbook of research on solving modern healthcare challenges with gamification
Other creators: Queiros Ricardo; Marques Antonio Jose
Collection: Электронные книги зарубежных издательств; Общая коллекция
Subjects: Video games — Therapeutic use.; Health promotion — Computer-assisted instruction.; Medical care — Technological innovations.; Therapy, Computer-Assisted — methods.; Video Games.; Computer-Assisted Instruction — methods.; Health Promotion — methods.; EBSCO eBooks
Document type: Other
File type: PDF
Language: English
Rights: Доступ по паролю из сети Интернет (чтение, печать, копирование)
Record key: on1200832170

Allowed Actions:

pdf/2720046.pdf
Action 'Read' will be available if you login or access site from another network Action 'Download' will be available if you login or access site from another network
epub/2720046.epub
Action 'Download' will be available if you login or access site from another network

Group: Anonymous

Network: Internet

Annotation

"This book shares new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches"--.

Document access rights

Network User group Action
ILC SPbPU Local Network All Read Print Download
Internet Authorized users SPbPU Read Print Download
-> Internet Anonymous

Table of Contents

  • Cover
  • Title Page
  • Copyright Page
  • Book Series
  • List of Contributors
  • Table of Contents
  • Detailed Table of Contents
  • Preface
  • Acknowledgment
  • Section 1: General and Ethical Considerations
    • Chapter 1: Ethical Issues of Gamification in Healthcare
    • Chapter 2: Why Gamification Is Not the Solution for Everything
    • Chapter 3: Structural Modeling and Analysis of Barriers Encountered in Gamification Applications in Health
    • Chapter 4: Learning Systems and Gamification
    • Chapter 5: Software Requirements Definition Processes in Gamification Development for Immersive Environments
  • Section 2: Gamification in Psychosocial Rehabilitation and Mental Health
    • Chapter 6: The Role of Gamification in Neurocognitive Rehabilitation
    • Chapter 7: Biomedical Analysis of Social Media/Video Games Addiction and Gamification of Neurocognitive Therapy for Rehabilitation
    • Chapter 8: Gamification in Dementia and Mild Cognitive Impairment
    • Chapter 9: The Use of Gamification in Social Phobia
    • Chapter 10: Positive Play
    • Chapter 11: mHealth for Illness Self-Management for People With Schizophrenia
  • Section 3: Gamification in Health Promotion and Physical Rehabilitation
    • Chapter 12: Carnival Play
    • Chapter 13: Gamification as Upper Limb Rehabilitation Process
    • Chapter 14: Fun and Games
    • Chapter 15: Nutrify
    • Chapter 16: Gamification
  • Compilation of References
  • About the Contributors
  • Index

Usage statistics

pdf/2720046.pdf

stat Access count: 0
Last 30 days: 0
Detailed usage statistics

epub/2720046.epub

stat Access count: 0
Last 30 days: 0
Detailed usage statistics