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Titlebook: Virtual, Augmented Reality and Serious Games for Healthcare 1; Minhua Ma,Lakhmi C. Jain,Paul Anderson Book 2014 Springer-Verlag Berlin Hei

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11#
發(fā)表于 2025-3-23 10:38:28 | 只看該作者
Improving Health Information Literacy with Games in the Virtual World of Second Liferove health information literacy, and possibly influence future health care decision making. The subject areas of heart attack, stroke and basic medical terminology were selected for interactive health games in Second Life since that platform already has been used extensively for educational purpose
12#
發(fā)表于 2025-3-23 14:59:43 | 只看該作者
13#
發(fā)表于 2025-3-23 21:27:01 | 只看該作者
14#
發(fā)表于 2025-3-24 02:12:31 | 只看該作者
Virtual Reality for Neuropsychological Assessmenty. However, in the latest years, several criticism have been raised about the validity of neuropsychological tests for capturing nervous system dysfunctions and predicting the level of decline that individuals may show in their daily lives. Traditional paper and pencil tests lack ecological validity
15#
發(fā)表于 2025-3-24 03:23:12 | 只看該作者
16#
發(fā)表于 2025-3-24 10:34:56 | 只看該作者
17#
發(fā)表于 2025-3-24 11:32:43 | 只看該作者
Book 2014lications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies
18#
發(fā)表于 2025-3-24 15:15:32 | 只看該作者
Designing Simulations for Health Managers in Sub-Saharan African Countries: Adherence to ehealth Sernvironments, but also of actors’ adherence to IT tools. Accordingly, we have created a serious game, especially intended to health managers. Managers’ adherence to ehealth services is measured on the basis of four indicators: governance practices and adherence to partnerships, adherence to ehealth services, and country’s given critical situation.
19#
發(fā)表于 2025-3-24 22:20:45 | 只看該作者
Improving Health Information Literacy with Games in the Virtual World of Second Lifeparticipants if they had learned new health information and whether that information would be used for future health care decisions. The results are encouraging about the potential use of virtual reality as a platform for health games to improve health literacy.
20#
發(fā)表于 2025-3-24 23:19:30 | 只看該作者
Leveraging Play to Promote Health Behavior Change: A Player Acceptance Study of a Health Gameined effective. Based on our findings from our study of . we also tackle several challenges that remain inherent to designing pervasive health games that can impact long-term motivation and persistence for sufficiently bringing about health behavior change.
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