TY - BOOK ID - 46320781 TI - Augmented Reality Games II : The Gamification of Education, Medicine and Art PY - 2019 SN - 3030156206 3030156192 PB - Cham : Springer International Publishing : Imprint: Springer, DB - UniCat KW - Augmented reality. KW - AR (Augmented reality) KW - Computer-augmented reality KW - Reality KW - Computer science. KW - Computer games—Programming. KW - Education. KW - Medical records KW - User Interfaces and Human Computer Interaction. KW - Game Development. KW - Computers and Education. KW - Health Informatics. KW - Data processing. KW - Computer games KW - Programming. KW - EHR systems KW - EHR technology KW - EHRs (Electronic health records) KW - Electronic health records KW - Electronic medical records KW - EMR systems KW - EMRs (Electronic medical records) KW - Information storage and retrieval systems KW - Children KW - Education, Primitive KW - Education of children KW - Human resource development KW - Instruction KW - Pedagogy KW - Schooling KW - Students KW - Youth KW - Civilization KW - Learning and scholarship KW - Mental discipline KW - Schools KW - Teaching KW - Training KW - Informatics KW - Science KW - Medical care KW - Education KW - Computer game programming KW - Game programming (Computer games) KW - Computer programming KW - User interfaces (Computer systems). KW - Education—Data processing. KW - Health informatics. KW - Clinical informatics KW - Health informatics KW - Medical information science KW - Information science KW - Medicine KW - Interfaces, User (Computer systems) KW - Human-machine systems KW - Human-computer interaction KW - Data processing UR - https://www.unicat.be/uniCat?func=search&query=sysid:46320781 AB - This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games. . ER -