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HKSYU Library

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    LEADER 03347cam a2200337 i 4500
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    991008273361707546
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    20250321124122.0
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    241029s2021 paua b 001 0 eng d
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    z| 9781799874775 q| ebook
    020
     
     
    a| 9781799874720 q| hardcover
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    a| MiAaPQ b| eng e| rda e| pn c| MiAaPQ d| MiAaPQ d| HK-SYU
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    0
    a| R855.3 b| .H3588 2021
    082
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    a| 610.285 2| 23
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    a| 610.285 b| HAN 2021
    245
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    a| Handbook of research on solving modern healthcare challenges with gamification / c| Ricardo Alexandre Peixoto de Queirós, António José Marques.
    264
     
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    a| Hershey, Pennsylvania : b| IGI Global, c| [2021]
    264
     
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    c| ©2021
    300
     
     
    a| xxii, 382 pages: b| color illustrations ; c| 29 cm
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    a| text b| txt 2| rdacontent
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    a| unmediated b| n 2| rdamedia
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    a| volume b| nc 2| rdacarrier
    520
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    a| "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"-- c| Provided by publisher.
    504
     
     
    a| Includes bibliographical references and index.
    505
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    a| 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.
    520
     
     
    a| "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" -- c| Provided by publisher.
    650
     
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    a| Medical care x| Technological innovations.
    700
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    a| Queiros, Ricardo, d| 1975- e| editor.
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    a| Marques, Antonio Jose, d| 1972- e| editor.
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    a| nlw b| qyt c| wsl
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    a| book b| 21-03-25
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    h| Principal l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| DSA315