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: | Volltext |
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 pages) 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
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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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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 pages) | ||
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 | |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. |
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 |
856 | 4 | 0 | |l FWS01 |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-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00264147 |
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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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illustrated | Not Illustrated |
indexdate | 2024-11-26T14:51:58Z |
institution | BVB |
isbn | 9781799874775 |
language | English |
oclc_num | 1228860349 |
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physical | 27 PDFs (382 pages) Also available in print. |
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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 pages) 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. Marques, Antonio Jose 1972- editor. Queiros, Ricardo 1975- editor. IGI Global, publisher. (Original) (DLC)2020045395 Print version: 1799874729 9781799874720 (DLC) 2020045395 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7472-0 Volltext |
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. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7472-0 |
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