Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

This book PDF is perfect for those who love Medical genre, written by Novák, Daniel and published by IGI Global which was released on 14 September 2015 with total hardcover pages 636. You could read this book directly on your devices with pdf, epub and kindle format, check detail and related Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice books below.

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
Author : Novák, Daniel
File Size : 47,7 Mb
Publisher : IGI Global
Language : English
Release Date : 14 September 2015
ISBN : 9781466695238
Pages : 636 pages
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Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice by Novák, Daniel Book PDF Summary

Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience

Get Book
Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience

Get Book
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Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has

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While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies

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Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications.

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As the healthcare industry continues to expand, it must utilize technology to ensure efficiencies are maintained. Healthcare needs to move in a direction where computational methods and algorithms can relieve the routine work of medical doctors, leaving them more time to carry out more important and skilled tasks such as

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New media has been gaining importance in the academic world as well as the artistic world through the concept of new media art. As the connections between art and communication technologies grow and further embrace a wide range of concepts, interpretations, and applications, the number of disciplines that will be

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