Author: Ben Schouten
Publisher: Springer
ISBN: 3658071419
Category : Computers
Languages : en
Pages : 161
Book Description
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 2014
Author: Ben Schouten
Publisher: Springer
ISBN: 3658071419
Category : Computers
Languages : en
Pages : 161
Book Description
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.
Publisher: Springer
ISBN: 3658071419
Category : Computers
Languages : en
Pages : 161
Book Description
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
Author: Sandra Danilovic
Publisher: Emerald Group Publishing
ISBN: 1800435967
Category : Medical
Languages : en
Pages : 129
Book Description
Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.
Publisher: Emerald Group Publishing
ISBN: 1800435967
Category : Medical
Languages : en
Pages : 129
Book Description
Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.
Serious Games for Healthcare: Applications and Implications
Author: Arnab, Sylvester
Publisher: IGI Global
ISBN: 146661904X
Category : Health & Fitness
Languages : en
Pages : 370
Book Description
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.
Publisher: IGI Global
ISBN: 146661904X
Category : Health & Fitness
Languages : en
Pages : 370
Book Description
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.
Game-Based Teaching and Simulation in Nursing and Health Care
Author: Eric B. Bauman, PhD, RN
Publisher: Springer Publishing Company
ISBN: 0826109705
Category : Medical
Languages : en
Pages : 274
Book Description
"This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education
Publisher: Springer Publishing Company
ISBN: 0826109705
Category : Medical
Languages : en
Pages : 274
Book Description
"This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education
To Improve Health and Health Care, Volume XVI
Author: Stephen L. Isaacs
Publisher: John Wiley & Sons
ISBN: 1119000807
Category : Medical
Languages : en
Pages : 296
Book Description
The RWJF's biannual update on the latest developments in U.S. health care To Improve Health and Health Care is the Robert Wood Johnson Foundation's biannual anthology, focusing on the pressing health and health care issues facing the country. This volume covers some of the most important topics in public health, preventative medicine, and health services. Readers will find an in-depth look into the programs funded by the Robert Wood Johnson Foundation, providing policy makers, practitioners, and interested members of the public a valuable perspective to inform strategy for the coming years. As part of the Foundation's efforts to inform the public, this ongoing anthology of the RWJF provides an update on the latest developments and advances taking place in the field of health, bringing readers up to speed on where we are, and where we still need to go. Understand the new developments in reducing childhood obesity Examine innovations in health care delivery Learn how RWJF programs are making a difference to patients and providers Since 1972, the Robert Wood Johnson Foundation has been the nation's largest philanthropy devoted exclusively to health. To further its mission of improving the health and health care of all Americans, the Foundation strives to foster innovation, develop ideas, disseminate information, and enable committed people to devote their energies to improving the nation's well-being. To Improve Health and Health Care describes the latest outcomes and progress, for a complete overview of the American health care system.
Publisher: John Wiley & Sons
ISBN: 1119000807
Category : Medical
Languages : en
Pages : 296
Book Description
The RWJF's biannual update on the latest developments in U.S. health care To Improve Health and Health Care is the Robert Wood Johnson Foundation's biannual anthology, focusing on the pressing health and health care issues facing the country. This volume covers some of the most important topics in public health, preventative medicine, and health services. Readers will find an in-depth look into the programs funded by the Robert Wood Johnson Foundation, providing policy makers, practitioners, and interested members of the public a valuable perspective to inform strategy for the coming years. As part of the Foundation's efforts to inform the public, this ongoing anthology of the RWJF provides an update on the latest developments and advances taking place in the field of health, bringing readers up to speed on where we are, and where we still need to go. Understand the new developments in reducing childhood obesity Examine innovations in health care delivery Learn how RWJF programs are making a difference to patients and providers Since 1972, the Robert Wood Johnson Foundation has been the nation's largest philanthropy devoted exclusively to health. To further its mission of improving the health and health care of all Americans, the Foundation strives to foster innovation, develop ideas, disseminate information, and enable committed people to devote their energies to improving the nation's well-being. To Improve Health and Health Care describes the latest outcomes and progress, for a complete overview of the American health care system.
Serious Games Development and Applications
Author: Minhua Ma
Publisher: Springer
ISBN: 3642336876
Category : Computers
Languages : en
Pages : 279
Book Description
This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.
Publisher: Springer
ISBN: 3642336876
Category : Computers
Languages : en
Pages : 279
Book Description
This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.
Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
Author: Novák, Daniel
Publisher: IGI Global
ISBN: 1466695234
Category : Medical
Languages : en
Pages : 667
Book Description
Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.
Publisher: IGI Global
ISBN: 1466695234
Category : Medical
Languages : en
Pages : 667
Book Description
Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.
Singapore Ageing: Issues And Challenges Ahead
Author: S Vasoo
Publisher: World Scientific
ISBN: 9811265208
Category : Political Science
Languages : en
Pages : 293
Book Description
Ageing is a part of life that all Singaporeans must face and, in fact, all families will have next of kins who will undergo that life stage. Singapore Ageing assembles a team of researchers, administrators, practitioners, advocates and academics from varied social service and care sectors, to share their thoughts, concerns and future challenges faced by an ageing Singapore in different arenas.With the Singapore demography showing a greying trend, it is increasingly vital for the government and the social, health and economic sectors to meet the needs of an ageing nation. The appropriate services and support have to be in place to respond to the issues faced by seniors. This edited volume serves as a useful resource for those who are working or researching in the field of ageing.
Publisher: World Scientific
ISBN: 9811265208
Category : Political Science
Languages : en
Pages : 293
Book Description
Ageing is a part of life that all Singaporeans must face and, in fact, all families will have next of kins who will undergo that life stage. Singapore Ageing assembles a team of researchers, administrators, practitioners, advocates and academics from varied social service and care sectors, to share their thoughts, concerns and future challenges faced by an ageing Singapore in different arenas.With the Singapore demography showing a greying trend, it is increasingly vital for the government and the social, health and economic sectors to meet the needs of an ageing nation. The appropriate services and support have to be in place to respond to the issues faced by seniors. This edited volume serves as a useful resource for those who are working or researching in the field of ageing.
Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Author: Alexandre Peixoto de Queirós, Ricardo
Publisher: IGI Global
ISBN: 179987477X
Category : Medical
Languages : en
Pages : 382
Book Description
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.
Publisher: IGI Global
ISBN: 179987477X
Category : Medical
Languages : en
Pages : 382
Book Description
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.
Serious Games
Author: Mads Haahr
Publisher: Springer Nature
ISBN: 3031447514
Category : Computers
Languages : en
Pages : 460
Book Description
This book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.
Publisher: Springer Nature
ISBN: 3031447514
Category : Computers
Languages : en
Pages : 460
Book Description
This book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.