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|a 9789812874085
|9 978-981-287-408-5
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|a 10.1007/978-981-287-408-5
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|a Subconscious Learning via Games and Social Media
|h [electronic resource] /
|c edited by Olga Sourina, David Wortley, Seongdong Kim.
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|a 1st ed. 2015.
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|a Singapore :
|b Springer Nature Singapore :
|b Imprint: Springer,
|c 2015.
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|a VIII, 152 p. 72 illus., 60 illus. in color.
|b online resource.
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|a text
|b txt
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|a computer
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|a Gaming Media and Social Effects,
|x 2197-9693
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|a A evaluation of 3D Character Reflectance and realistic implementation for FPS Game -- Play it Safe: a situational game for occupational safety -- Capacity building in water with serious games -- The Future of Immersive Technologies and Serious Games -- User Generated Character Behaviors in Educational games -- Can we play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention Deficit Hyperactivity Disorder -- Associating Sport Skills through Virtual Games: An Introductory Approach -- Technology Acceptance of THAI Primary Student On OUTDOOR Learning Activity Using Mobile Device -- Ergonomic Criteria for Creating Online Educational Games for Seniors -- EEG-Based Serious Games.
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|a This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial experts comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children. .
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|a Computational intelligence.
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|a Educational technology.
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|a Mass media.
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|a Social sciences-Data processing.
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|a Computational Intelligence.
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|a Digital Education and Educational Technology.
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|a Media Sociology.
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|a Computer Application in Social and Behavioral Sciences.
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|a Sourina, Olga.
|e editor.
|4 edt
|4 http://id.loc.gov/vocabulary/relators/edt
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|a Wortley, David.
|e editor.
|4 edt
|4 http://id.loc.gov/vocabulary/relators/edt
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|a Kim, Seongdong.
|e editor.
|4 edt
|4 http://id.loc.gov/vocabulary/relators/edt
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710 |
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|a SpringerLink (Online service)
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|t Springer Nature eBook
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|i Printed edition:
|z 9789812874092
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776 |
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|i Printed edition:
|z 9789812874078
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776 |
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|i Printed edition:
|z 9789811013683
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830 |
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|a Gaming Media and Social Effects,
|x 2197-9693
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856 |
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|u https://doi.uam.elogim.com/10.1007/978-981-287-408-5
|z Texto Completo
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|a ZDB-2-ENG
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|a ZDB-2-SXE
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|a Engineering (SpringerNature-11647)
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950 |
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|a Engineering (R0) (SpringerNature-43712)
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