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Handbook of research on solving modern healthcare challenges with gamification
Hershey, Pennsylvania : IGI Global, [2021]
"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"--
"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" --
Bibliographic Information
| Format: | Book |
|---|---|
| Subject: | Medical care |
| Publication Year: | 2021 |
| Language: | English |
| Published: | Hershey, Pennsylvania : IGI Global, [2021] |
| ISBN: | 9781799874720 1799874729 |
| Notes: | Includes bibliographical references and index. Section 1. General and ethical considerations. Chapter 1. Ethical issues of gamification in healthcare: the need to be involved ; 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: blending augmented and virtual reality with gamification strategies ; 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: games for human potential and the yet unexplored case of anorexia nervosa ; Chapter 11. Mhealth for illness self-management for people with schizophrenia: opportunities and implications in gamification -- Section 3. Gamification in health promotion and physical rehabilitation. Chapter 12. Carnival play: ehealth solution to evaluate, rehabilitate, and monitor dexterity and manual strength ; Chapter 13. Gamification as upper limb rehabilitation process ; Chapter 14. Fun and games: how to actually create a gamified approach to health education and promotion ; Chapter 15. Nutrify: promoting nutrition literacy using gamification ; Chapter 16. Gamification: improving patient adherence in mhealth for diabetes management. |
| Course: |
DSA315 |
Availability at HKSYU Library
| Location | Call number | Status |
|---|---|---|
| English Book (4/F) | 610.285 HAN 2021 | Due Date:2026-03-23 |