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Titlebook: Games for Health; Proceedings of the 3 Ben Schouten,Stephen Fedtke,Alex Gekker Conference proceedings 2013 Springer Fachmedien Wiesbaden Gm

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書目名稱Games for Health
副標(biāo)題Proceedings of the 3
編輯Ben Schouten,Stephen Fedtke,Alex Gekker
視頻videohttp://file.papertrans.cn/381/380559/380559.mp4
概述State of the Art in Game Research & Design and Playful Interaction in the domain of Health and Health Care.From the gaming community as well as from health practitioners.Full scope including, design,
圖書封面Titlebook: Games for Health; Proceedings of the 3 Ben Schouten,Stephen Fedtke,Alex Gekker Conference proceedings 2013 Springer Fachmedien Wiesbaden Gm
描述.Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education. .
出版日期Conference proceedings 2013
關(guān)鍵詞E-Health; Game Design & Development; Game Research; Persuasive Gaming; Play for Change
版次1
doihttps://doi.org/10.1007/978-3-658-02897-8
isbn_softcover978-3-658-14087-8
isbn_ebook978-3-658-02897-8
copyrightSpringer Fachmedien Wiesbaden GmbH 2013
The information of publication is updating

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Bias Blaster – Aiding Cognitive Bias Modification- Interpretation through a bubble shooter induced ged therapeutic intervention, i.e., Cognitive Bias Modification Interpretation (CBM-I). The game is tailor-made for patients of the Dutch national mental health organization (GGZ) recovering from a First-Episode Psychosis (FEP). Cognitive Bias Modification- Interpretation treats the self-stigma and i
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Attributing Design Decisions in the Evaluation of Game- Based Health Interventionse design and development process of games usually also involves an evaluation phase, aimed at identifying improvements for subsequent iterations. Since game design theory and theories from associated fields provide no unified framework for designing successful interventions, interpreting evaluation
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IGER: A Game Engine Specifically Tailored to Rehabilitationver, are often created for a specific impairment and cannot be generalized to other domains. More generally speaking, the lack of shared design and development guidelines for rehabilitation games can be highlighted. The Intelligent Game Engine for Rehabilitation (IGER) described here has been develo
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The Core Mechanic in ,: A Design Journeyto improve Shelton’s theory of activity-goal alignment, which focuses on the relationship between a player’s activity and the designer’s intended learning goal in any learning game. Using the research method of autoethnography, the data is an account of the evolution of the core mechanic in ., a lea
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Using Vitruvius as a Framework for Applied Game Designcult task, especially without a guiding vision or design framework. Here, we propose a philosophical framework inspired by the ancient Roman architect Vitruvius, which can be used as an approach to designing and developing applied games for healthcare and other contexts. Vitruvius believed any well
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