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20250321124122.0
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241029s2021 paua b 001 0 eng d
020
z| 9781799874775
q| ebook
020
a| 9781799874720
q| hardcover
040
a| MiAaPQ
b| eng
e| rda
e| pn
c| MiAaPQ
d| MiAaPQ
d| HK-SYU
050
0
0
a| R855.3
b| .H3588 2021
082
0
a| 610.285
2| 23
092
0
a| 610.285
b| HAN 2021
245
0
0
a| Handbook of research on solving modern healthcare challenges with gamification /
c| Ricardo Alexandre Peixoto de Queirós, António José Marques.
264
1
a| Hershey, Pennsylvania :
b| IGI Global,
c| [2021]
264
1
c| ©2021
300
a| xxii, 382 pages:
b| color illustrations ;
c| 29 cm
336
a| text
b| txt
2| rdacontent
337
a| unmediated
b| n
2| rdamedia
338
a| volume
b| nc
2| rdacarrier
520
3
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
0
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
0
a| Medical care
x| Technological innovations.
700
1
a| Queiros, Ricardo,
d| 1975-
e| editor.
700
1
a| Marques, Antonio Jose,
d| 1972-
e| editor.
910
a| nlw
b| qyt
c| wsl
998
a| book
b| 21-03-25
945
h| Principal
l| location
i| barcode
y| id
f| bookplate
a| callnoa
b| callnob
n| DSA315