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Advances in medical technologies and clinical practice book series.
Handbook of research on solving modern healthcare challenges with gamification / [edited by] Ricardo Alexandre Peixoto de Queirós, António José Marques. — 1 online resource (xxii, 382 pages) : illustrations (chiefly color). — (Advances in medical technologies and clinical practice (AMTCP) book series). — <URL:http://elib.fa.ru/ebsco/2720046.pdf>.

Record create date: 10/6/2020

Subject: 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.; Medical care — Technological innovations.

Collections: EBSCO

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"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"--.

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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

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