Handbook of research on holistic perspectives in gamification for clinical practice:
"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.
Gespeichert in:
Weitere Verfasser: | , , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) :
IGI Global,
[2016]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "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. |
Beschreibung: | PDFs (636 pages) : illustrations. Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781466695238 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
MARC
LEADER | 00000nam a2200000 i 4500 | ||
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010 | |z 2015031658 | ||
020 | |a 9781466695238 |q electronic | ||
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024 | 7 | |a 10.4018/978-1-4666-9522-1 |2 doi | |
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245 | 0 | 0 | |a Handbook of research on holistic perspectives in gamification for clinical practice |c Daniel Novák, Bengisu Tulu and Håvar Brendryen editors. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) : |b IGI Global, |c [2016] | |
300 | |a PDFs (636 pages) : |b illustrations. | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a 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 [and 3 others] -- 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] -- | |
505 | 8 | |a The effects of active videogames on BMI among young people: a meta-analysis / Jonathan van 't Riet [and 3 others] -- Making exergames appealing: an assessment of commercial exergames / Emmanuel Agu [and 4 others] -- Muscle activation during exergame playing / Pooya Soltani, João 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 Hanusová [and 4 others] -- Gamificiation of therapy: treating selective mutism / Brian E. Bunnell [and 3 others] -- 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 [and 4 others] -- Game aspects in collaborative navigation of blind travelers / Jan Balata [and 3 others] -- Design of a multi-modal dexterity training interface for medical and biological sciences / Shahram Payandeh. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |a "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. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 10/03/2015). | ||
650 | 0 | |a Information storage and retrieval systems |x Medicine. | |
650 | 0 | |a Medical informatics. | |
650 | 0 | |a Medical rehabilitation. | |
650 | 0 | |a Telecommunication in medicine. | |
650 | 1 | 2 | |a Games, Recreational. |
650 | 1 | 2 | |a Patient Compliance. |
650 | 2 | 2 | |a Rehabilitation. |
650 | 2 | 2 | |a Self Care. |
653 | |a Clinical rehabilitation | ||
653 | |a Cognitive health maintenance | ||
653 | |a E-health | ||
653 | |a Exergames | ||
653 | |a M-health | ||
653 | |a Mobile games | ||
653 | |a Nutrition gamification | ||
653 | |a Psychiatry gamification | ||
700 | 1 | |a Brendryen, Håvar |d 1973- |e editor. | |
700 | 1 | |a Novák, Daniel |d 1976- |e editor. | |
700 | 1 | |a Tulu, Bengisu |d 1976- |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
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Datensatz im Suchindex
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author_facet | Brendryen, Håvar 1973- Novák, Daniel 1976- Tulu, Bengisu 1976- |
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callnumber-raw | R119.9 .H357 2016e |
callnumber-search | R119.9 .H357 2016e |
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callnumber-subject | R - General Medicine |
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contents | 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 [and 3 others] -- 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] -- The effects of active videogames on BMI among young people: a meta-analysis / Jonathan van 't Riet [and 3 others] -- Making exergames appealing: an assessment of commercial exergames / Emmanuel Agu [and 4 others] -- Muscle activation during exergame playing / Pooya Soltani, João 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 Hanusová [and 4 others] -- Gamificiation of therapy: treating selective mutism / Brian E. Bunnell [and 3 others] -- 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 [and 4 others] -- Game aspects in collaborative navigation of blind travelers / Jan Balata [and 3 others] -- Design of a multi-modal dexterity training interface for medical and biological sciences / Shahram Payandeh. |
ctrlnum | (CaBNVSL)gtp00563989 (OCoLC)921843512 |
dewey-full | 610.285 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 610 - Medicine and health |
dewey-raw | 610.285 |
dewey-search | 610.285 |
dewey-sort | 3610.285 |
dewey-tens | 610 - Medicine and health |
discipline | Medizin |
format | Electronic eBook |
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indexdate | 2024-11-26T14:51:49Z |
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language | English |
oclc_num | 921843512 |
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spelling | Handbook of research on holistic perspectives in gamification for clinical practice Daniel Novák, Bengisu Tulu and Håvar Brendryen editors. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) : IGI Global, [2016] PDFs (636 pages) : illustrations. text rdacontent electronic isbdmedia online resource rdacarrier 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 [and 3 others] -- 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] -- The effects of active videogames on BMI among young people: a meta-analysis / Jonathan van 't Riet [and 3 others] -- Making exergames appealing: an assessment of commercial exergames / Emmanuel Agu [and 4 others] -- Muscle activation during exergame playing / Pooya Soltani, João 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 Hanusová [and 4 others] -- Gamificiation of therapy: treating selective mutism / Brian E. Bunnell [and 3 others] -- 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 [and 4 others] -- Game aspects in collaborative navigation of blind travelers / Jan Balata [and 3 others] -- Design of a multi-modal dexterity training interface for medical and biological sciences / Shahram Payandeh. 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. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 10/03/2015). Information storage and retrieval systems Medicine. Medical informatics. Medical rehabilitation. Telecommunication in medicine. Games, Recreational. Patient Compliance. Rehabilitation. Self Care. Clinical rehabilitation Cognitive health maintenance E-health Exergames M-health Mobile games Nutrition gamification Psychiatry gamification Brendryen, Håvar 1973- editor. Novák, Daniel 1976- editor. Tulu, Bengisu 1976- editor. IGI Global, publisher. (Original) (DLC)2015031658 Print version: 1466695226 9781466695221 (DLC) 2015031658 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-9522-1 Volltext |
spellingShingle | Handbook of research on holistic perspectives in gamification for clinical practice 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 [and 3 others] -- 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] -- The effects of active videogames on BMI among young people: a meta-analysis / Jonathan van 't Riet [and 3 others] -- Making exergames appealing: an assessment of commercial exergames / Emmanuel Agu [and 4 others] -- Muscle activation during exergame playing / Pooya Soltani, João 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 Hanusová [and 4 others] -- Gamificiation of therapy: treating selective mutism / Brian E. Bunnell [and 3 others] -- 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 [and 4 others] -- Game aspects in collaborative navigation of blind travelers / Jan Balata [and 3 others] -- Design of a multi-modal dexterity training interface for medical and biological sciences / Shahram Payandeh. Information storage and retrieval systems Medicine. Medical informatics. Medical rehabilitation. Telecommunication in medicine. Games, Recreational. Patient Compliance. Rehabilitation. Self Care. |
title | Handbook of research on holistic perspectives in gamification for clinical practice |
title_auth | Handbook of research on holistic perspectives in gamification for clinical practice |
title_exact_search | Handbook of research on holistic perspectives in gamification for clinical practice |
title_full | Handbook of research on holistic perspectives in gamification for clinical practice Daniel Novák, Bengisu Tulu and Håvar Brendryen editors. |
title_fullStr | Handbook of research on holistic perspectives in gamification for clinical practice Daniel Novák, Bengisu Tulu and Håvar Brendryen editors. |
title_full_unstemmed | Handbook of research on holistic perspectives in gamification for clinical practice Daniel Novák, Bengisu Tulu and Håvar Brendryen editors. |
title_short | Handbook of research on holistic perspectives in gamification for clinical practice |
title_sort | handbook of research on holistic perspectives in gamification for clinical practice |
topic | Information storage and retrieval systems Medicine. Medical informatics. Medical rehabilitation. Telecommunication in medicine. Games, Recreational. Patient Compliance. Rehabilitation. Self Care. |
topic_facet | Information storage and retrieval systems Medicine. Medical informatics. Medical rehabilitation. Telecommunication in medicine. Games, Recreational. Patient Compliance. Rehabilitation. Self Care. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-9522-1 |
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