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 | |
| Language | English |
| Rights | Доступ по паролю из сети Интернет (чтение, печать, копирование) |
| Record key | on1200832170 |
| Record create date | 10/6/2020 |
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| epub/2720046.epub | – |
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| Group | Anonymous |
|---|---|
| Network | Internet |
"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"--.
| Network | User group | Action |
|---|---|---|
| ILC SPbPU Local Network | All |
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| Internet | Authorized users SPbPU |
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| Internet | Anonymous |
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- 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