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This book explores the concept and application of serious games in the fields of training, education, and healthcare. It delves into the evolution, scientific aspects, and technological impacts of serious games, differentiating them from casual games. The author, Markus Wilms, aims to provide a comprehensive overview, including the development of a taxonomy to categorize serious games and an analysis of their effectiveness. The book is intended for academics, professionals in game development, and those interested in the educational and training potential of digital games.
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This dissertation explores the educational needs and preferences of surgical patients, focusing on how they want to learn about their surgeries and the potential role serious games could play in enhancing this education. The work examines different learning methods, evaluating traditional techniques alongside novel approaches such as serious games. Through quantitative and qualitative studies, it identifies patients' high knowledge expectations, particularly concerning disease, treatment, complications, and self-care. Despite a preference for direct communication with healthcare professionals, patients show openness to innovative learning tools. The research highlights the importance of tailored educational interventions to empower patients, suggesting that serious games could effectively improve knowledge about post-operative care, particularly pain management, when supported by healthcare professionals. This study is intended for healthcare educators and professionals involved in patient education.
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This book describes application fields of high tech in diagnostics and therapy allowing individual therapy, interpretation of large data bases in form of neuronal signals, help visualization of organs during surgery, robotic surgery, 3D-printing and 3D-bioprinting, augmented reality. It also covers hospital organization including hybrid surgery rooms and personal data flow.
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The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
Computer. Automation --- games --- serious games --- informatica
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Jeux vidéo, jeux de simulation, jeux de rôle, escape games, gamification, etc., l’usage du jeu suscite un intérêt croissant chez les enseignants et les formateurs. Mais comment apprend-t-on en jouant ? Quels éléments prendre en compte pour concevoir des dispositifs d’apprentissage qui intègrent le jeu ? C’est à partir de ces questions et une synthèse des travaux de recherche qu’Éric Sanchez élabore une théorie globale des relations entre jeu et apprentissage. Le Paradoxe du Marionnettiste ouvre ainsi de nouvelles perspectives en termes de conception, d’implémentation et d’analyse des usages du jeu en contexte éducatif. Éric Sanchez est professeur en technologies éducatives à l’Université de Genève. Ses travaux portent sur l’innovation pédagogique, les usages du numérique en éducation et plus particulièrement sur l’analyse des usages et la conception de jeux numériques pour l’enseignement et la formation.
Gamification --- Serious games. --- Ludification --- Jeux sérieux.
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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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Modern practical medicine requires high tech in diagnostics and therapy and in consequence in education. All disciplines use computers to handle large data bases allowing individual therapy, to interpret large data bases in form of neuronal signals, help visualization of organs during surgery. This book contains chapters on personalised therapy, advanced diagnostics in neurology, modern techniques like robotic surgery (da Vinci robots), 3D-printing and 3D-bioprinting, augmented reality applied in medical diagnostics and therapy. It is impossible without fast large scale data mining in both: clinical data interpretation as well as in hospital organization including hybrid surgery rooms and personal data flow. The book is based on a course for medical students organized in the editor's department. Every year, around 300 international undergraduate medical students take the course.
3D-Druck. --- Chirurgische Robotik. --- Krankenmanagement. --- Personalisierte Therapie. --- Simulation. --- MEDICAL / Diagnosis. --- Simulations --- Distance Medicine --- Serious Games
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This book describes application fields of high tech in diagnostics and therapy allowing individual therapy, interpretation of large data bases in form of neuronal signals, help visualization of organs during surgery, robotic surgery, 3D-printing and 3D-bioprinting, augmented reality. It also covers hospital organization including hybrid surgery rooms and personal data flow.
Medicine: general issues --- Pre-clinical medicine: basic sciences --- Clinical & internal medicine --- Simulations --- Serious Games --- Distance Medicine
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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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How to study a media object on the web that is at the same time a documentary, a reportage, and a game which combines both fiction and non-fiction elements? Nicole Braida digs into the discursive and material structures and infrastructures of serious games, text-adventures, newsgames, interactive maps and data visualizations, in which refugees and migrants become the subject of humanitarian discourse. Although the goal is to arouse empathy towards migrants, these »interactive practices« distinguish who is vulnerable and who is not. It supports the idea of a »migratory crisis«, which, the author argues, is actually the symptom of a deeper crisis of the humanitarian system itself.
Digital media. --- Digital Media. --- Humanitarianism. --- Internet. --- Maps. --- Media Studies. --- Media. --- Migration. --- Refugee Studies. --- Serious Games.
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