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Handbook of research on holistic per...
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Brendryen, Håvar, (1973-)
Handbook of research on holistic perspectives in gamification for clinical practice
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Handbook of research on holistic perspectives in gamification for clinical practiceDaniel Novak, Bengisu Tulu and Håvar Brendryen editors.
其他作者:
Novak, Daniel,
出版者:
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) :IGI Global,[2016]
面頁冊數:
PDFs (636 pages) :illustrations.
標題:
Telecommunication in medicine.
電子資源:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-9522-1
ISBN:
9781466695238$qelectronic
Handbook of research on holistic perspectives in gamification for clinical practice
Handbook of research on holistic perspectives in gamification for clinical practice
[electronic resource] /Daniel Novak, Bengisu Tulu and Håvar Brendryen editors. - Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) :IGI Global,[2016] - PDFs (636 pages) :illustrations.
Includes bibliographical references and index.
Ethical challenges in online health games / Matthieu J. Guitton -- Change through experience: how experiential play and emotional engagement drive health game success / Georges Elias Khalil -- Gamification and health literacy / Badia Faddoul -- Gamification to improve adherence to clinical treatment advice: improving adherence to clinical treatment / Deborah Richards, Patrina H.Y. Caldwell -- Gamification: applications for health promotion and health information technology engagement / Hannah R. Marston, Amanda K Hall -- Guidelines for designing effective games as clinical interventions: mechanics, dynamics, aesthetics, and outcomes (MDAO) framework / Heather Browning -- Gamification in rehabilitation: finding the "just-right-challenge" / Rachel Proffitt -- The role of gamification and evolutionary computation in the provision of self-guided speech therapy / Conor Higgins -- Using leap motion and gamification to facilitate and encourage rehabilitation for hand injuries: leap motion for rehabilitation / Jamie Taylor, Kevin Curran -- Gamified cognitive training to prevent cognitive decline / Musian Daniele, Antonio Ascolese -- Buddy up for exergames: how group dynamics principles can be applied to active health games / Alison Ede, Samuel Thomas Forlenza, Deborah L. Feltz -- Online social exergames for seniors: a pillar of gamification for clinical practice / Stathis Th. Konstantinidis [and 5 others] --
Restricted to subscribers or individual electronic text purchasers.
"This book reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level"--Provided by publisher.
Mode of access: World Wide Web.
ISBN: 9781466695238$qelectronic
Standard No.: 10.4018/978-1-4666-9522-1doiSubjects--Topical Terms:
282145
Telecommunication in medicine.
LC Class. No.: R119.9 / .H357 2016e
Dewey Class. No.: 610.285
National Library of Medicine Call No.: WB 320 / H236 2016e
Handbook of research on holistic perspectives in gamification for clinical practice
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Daniel Novak, Bengisu Tulu and Håvar Brendryen editors.
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Includes bibliographical references and index.
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Ethical challenges in online health games / Matthieu J. Guitton -- Change through experience: how experiential play and emotional engagement drive health game success / Georges Elias Khalil -- Gamification and health literacy / Badia Faddoul -- Gamification to improve adherence to clinical treatment advice: improving adherence to clinical treatment / Deborah Richards, Patrina H.Y. Caldwell -- Gamification: applications for health promotion and health information technology engagement / Hannah R. Marston, Amanda K Hall -- Guidelines for designing effective games as clinical interventions: mechanics, dynamics, aesthetics, and outcomes (MDAO) framework / Heather Browning -- Gamification in rehabilitation: finding the "just-right-challenge" / Rachel Proffitt -- The role of gamification and evolutionary computation in the provision of self-guided speech therapy / Conor Higgins -- Using leap motion and gamification to facilitate and encourage rehabilitation for hand injuries: leap motion for rehabilitation / Jamie Taylor, Kevin Curran -- Gamified cognitive training to prevent cognitive decline / Musian Daniele, Antonio Ascolese -- Buddy up for exergames: how group dynamics principles can be applied to active health games / Alison Ede, Samuel Thomas Forlenza, Deborah L. Feltz -- Online social exergames for seniors: a pillar of gamification for clinical practice / Stathis Th. Konstantinidis [and 5 others] --
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The effects of active videogames on BMI among young people: a meta-analysis / Jonathan van 't Riet -- Making exergames appealing: an assessment of commercial exergames / Emmanuel Agu -- Muscle activation during exergame playing / Pooya Soltani, Joao Paulo Vilas-Boas -- Choices in gamification of therapy for PTSD / Dan Thomsen, Jeffrey M. Rye, Tammy Ott -- Online prevention and early intervention in the field of psychiatry using gamification in internet interventions: practical experience with a program targeting eating disorders in Czech Republic / Jana Hanusova -- Gamificiation of therapy: treating selective mutism / Brian E. Bunnell -- Review of serious games for people with diabetes / Alexandra Makhlysheva, Eirik Årsand, Gunnar Hartvigsen -- Integration of communication in a game to reflect and discuss dietary habits among school aged children / Mikio Kamada, Masaki Moriyama -- Interactive digital mobile gaming as a strategic tool in the fight against childhood obesity / Carminda Goersch Lamboglia -- Game aspects in collaborative navigation of blind travelers / Jan Balata -- Design of a multi-modal dexterity training interface for medical and biological sciences / Shahram Payandeh.
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Mode of access: World Wide Web.
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-9522-1
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