Handbook of research on solving modern healthcare challenges with gamification:
"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"--
Gespeichert in:
Weitere Verfasser: | , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA)
IGI Global
[2021]
|
Schlagworte: | |
Online-Zugang: | DE-862 DE-863 |
Zusammenfassung: | "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"-- |
Beschreibung: | 27 PDFs (382 Seiten) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781799874775 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
MARC
LEADER | 00000nam a2200000 i 4500 | ||
---|---|---|---|
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010 | |z 2020045395 | ||
020 | |a 9781799874775 |q ebook | ||
020 | |z 179987477X | ||
020 | |z 9781799874720 |q hardcover | ||
024 | 7 | |a 10.4018/978-1-7998-7472-0 |2 doi | |
035 | |a (CaBNVSL)slc00001014 | ||
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050 | 4 | |a R852 |b .H36 2021e | |
060 | 0 | 0 | |a WB 365 |b .H36 2021e |
082 | 7 | |a 610.72 |2 23 | |
245 | 0 | 0 | |a Handbook of research on solving modern healthcare challenges with gamification |c Ricardo Alexandre Peixoto de Queirós and António José Marques, editors. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) |b IGI Global |c [2021] | |
300 | |a 27 PDFs (382 Seiten) | ||
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 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. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
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. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | 0 | |a Description based on title screen (IGI Global, viewed 01/05/2021). | |
650 | 0 | |a Computer-assisted instruction. | |
650 | 0 | |a Imaging systems in medicine. | |
650 | 0 | |a Video games. | |
650 | 1 | 2 | |a Therapy, Computer-Assisted |x methods. |
650 | 1 | 2 | |a Video Games. |
650 | 2 | 2 | |a Computer-Assisted Instruction |x methods. |
650 | 2 | 2 | |a Health Promotion |x methods. |
653 | |a Augmented Reality. | ||
653 | |a Dementia and Mild Cognitive Impairment. | ||
653 | |a Digital Apps. | ||
653 | |a E-Health. | ||
653 | |a E-Learning. | ||
653 | |a Ethical Issues of Gamification. | ||
653 | |a Gamification. | ||
653 | |a Health Education and Promotion. | ||
653 | |a mHealth. | ||
653 | |a Neurocognitive Therapy. | ||
653 | |a Nutrition Literacy. | ||
653 | |a Rehabilitation. | ||
653 | |a Telehealth. | ||
653 | |a Virtual Reality. | ||
700 | 1 | |a Marques, Antonio Jose |d 1972- |e editor. | |
700 | 1 | |a Queiros, Ricardo |d 1975- |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | |c (Original) |w (DLC)2020045395 | |
776 | 0 | 8 | |i Print version: |z 1799874729 |z 9781799874720 |w (DLC) 2020045395 |
966 | 4 | 0 | |l DE-862 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7472-0 |3 Volltext |
966 | 4 | 0 | |l DE-863 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7472-0 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-862 | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00264147 |
---|---|
_version_ | 1826942599827554304 |
adam_text | |
any_adam_object | |
author2 | Marques, Antonio Jose 1972- Queiros, Ricardo 1975- |
author2_role | edt edt |
author2_variant | a j m aj ajm r q rq |
author_facet | Marques, Antonio Jose 1972- Queiros, Ricardo 1975- |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | R - Medicine |
callnumber-label | R852 |
callnumber-raw | R852 .H36 2021e |
callnumber-search | R852 .H36 2021e |
callnumber-sort | R 3852 H36 42021E |
callnumber-subject | R - General Medicine |
collection | ZDB-98-IGB |
contents | 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. |
ctrlnum | (CaBNVSL)slc00001014 (OCoLC)1228860349 |
dewey-full | 610.72 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 610 - Medicine and health |
dewey-raw | 610.72 |
dewey-search | 610.72 |
dewey-sort | 3610.72 |
dewey-tens | 610 - Medicine and health |
discipline | Medizin |
format | Electronic eBook |
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id | ZDB-98-IGB-00264147 |
illustrated | Not Illustrated |
indexdate | 2025-03-18T14:30:34Z |
institution | BVB |
isbn | 9781799874775 |
language | English |
oclc_num | 1228860349 |
open_access_boolean | |
owner | DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
owner_facet | DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
physical | 27 PDFs (382 Seiten) Also available in print. |
psigel | ZDB-98-IGB FWS_PDA_IGB ZDB-98-IGB |
publishDate | 2021 |
publishDateSearch | 2021 |
publishDateSort | 2021 |
publisher | IGI Global |
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spelling | Handbook of research on solving modern healthcare challenges with gamification Ricardo Alexandre Peixoto de Queirós and António José Marques, editors. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) IGI Global [2021] 27 PDFs (382 Seiten) text rdacontent electronic isbdmedia online resource rdacarrier 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. Restricted to subscribers or individual electronic text purchasers. "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"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 01/05/2021). Computer-assisted instruction. Imaging systems in medicine. Video games. Therapy, Computer-Assisted methods. Video Games. Computer-Assisted Instruction methods. Health Promotion methods. Augmented Reality. Dementia and Mild Cognitive Impairment. Digital Apps. E-Health. E-Learning. Ethical Issues of Gamification. Gamification. Health Education and Promotion. mHealth. Neurocognitive Therapy. Nutrition Literacy. Rehabilitation. Telehealth. Virtual Reality. Marques, Antonio Jose 1972- editor. Queiros, Ricardo 1975- editor. IGI Global, publisher. (Original) (DLC)2020045395 Print version: 1799874729 9781799874720 (DLC) 2020045395 |
spellingShingle | Handbook of research on solving modern healthcare challenges with gamification 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. Computer-assisted instruction. Imaging systems in medicine. Video games. Therapy, Computer-Assisted methods. Video Games. Computer-Assisted Instruction methods. Health Promotion methods. |
title | Handbook of research on solving modern healthcare challenges with gamification |
title_auth | Handbook of research on solving modern healthcare challenges with gamification |
title_exact_search | Handbook of research on solving modern healthcare challenges with gamification |
title_full | Handbook of research on solving modern healthcare challenges with gamification Ricardo Alexandre Peixoto de Queirós and António José Marques, editors. |
title_fullStr | Handbook of research on solving modern healthcare challenges with gamification Ricardo Alexandre Peixoto de Queirós and António José Marques, editors. |
title_full_unstemmed | Handbook of research on solving modern healthcare challenges with gamification Ricardo Alexandre Peixoto de Queirós and António José Marques, editors. |
title_short | Handbook of research on solving modern healthcare challenges with gamification |
title_sort | handbook of research on solving modern healthcare challenges with gamification |
topic | Computer-assisted instruction. Imaging systems in medicine. Video games. Therapy, Computer-Assisted methods. Video Games. Computer-Assisted Instruction methods. Health Promotion methods. |
topic_facet | Computer-assisted instruction. Imaging systems in medicine. Video games. Therapy, Computer-Assisted methods. Video Games. Computer-Assisted Instruction methods. Health Promotion methods. |
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