Amazon cover image
Image from Amazon.com

Handbook of research on holistic perspectives in gamification for clinical practice / Daniel Nov�ak, Bengisu Tulu and H�avar Brendryen editors.

Contributor(s): Publisher: Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) : IGI Global, [2016]Description: PDFs (636 pages) : illustrationsContent type:
  • text
Media type:
  • electronic
Carrier type:
  • online resource
ISBN:
  • 9781466695238
Subject(s): Genre/Form: Additional physical formats: No title; Print version:: No titleDDC classification:
  • 610.285 23
LOC classification:
  • R119.9 .H357 2016e
NLM classification:
  • WB 320
Online resources: Available additional physical forms:
  • Also available in print.
Contents:
Ethical challenges in online health games / Matthieu J. Guitton -- Change through experience: how experiential play and emotional engagement drive health game success / Georges Elias Khalil -- Gamification and health literacy / Badia Faddoul -- Gamification to improve adherence to clinical treatment advice: improving adherence to clinical treatment / Deborah Richards, Patrina H.Y. Caldwell -- Gamification: applications for health promotion and health information technology engagement / Hannah R. Marston, Amanda K Hall -- Guidelines for designing effective games as clinical interventions: mechanics, dynamics, aesthetics, and outcomes (MDAO) framework / Heather Browning -- Gamification in rehabilitation: finding the "just-right-challenge" / Rachel Proffitt -- The role of gamification and evolutionary computation in the provision of self-guided speech therapy / Conor Higgins [and 3 others] -- Using leap motion and gamification to facilitate and encourage rehabilitation for hand injuries: leap motion for rehabilitation / Jamie Taylor, Kevin Curran -- Gamified cognitive training to prevent cognitive decline / Musian Daniele, Antonio Ascolese -- Buddy up for exergames: how group dynamics principles can be applied to active health games / Alison Ede, Samuel Thomas Forlenza, Deborah L. Feltz -- Online social exergames for seniors: a pillar of gamification for clinical practice / Stathis Th. Konstantinidis [and 5 others] --
The effects of active videogames on BMI among young people: a meta-analysis / Jonathan van 't Riet [and 3 others] -- Making exergames appealing: an assessment of commercial exergames / Emmanuel Agu [and 4 others] -- Muscle activation during exergame playing / Pooya Soltani, Jo�ao Paulo Vilas-Boas -- Choices in gamification of therapy for PTSD / Dan Thomsen, Jeffrey M. Rye, Tammy Ott -- Online prevention and early intervention in the field of psychiatry using gamification in internet interventions: practical experience with a program targeting eating disorders in Czech Republic / Jana Hanusov�a [and 4 others] -- Gamificiation of therapy: treating selective mutism / Brian E. Bunnell [and 3 others] -- Review of serious games for people with diabetes / Alexandra Makhlysheva, Eirik �Arsand, Gunnar Hartvigsen -- Integration of communication in a game to reflect and discuss dietary habits among school aged children / Mikio Kamada, Masaki Moriyama -- Interactive digital mobile gaming as a strategic tool in the fight against childhood obesity / Carminda Goersch Lamboglia [and 4 others] -- Game aspects in collaborative navigation of blind travelers / Jan Balata [and 3 others] -- Design of a multi-modal dexterity training interface for medical and biological sciences / Shahram Payandeh.
Abstract: "This book reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level"--Provided by publisher.
Item type: eBooks
Star ratings
    Average rating: 0.0 (0 votes)
No physical items for this record

Includes bibliographical references and index.

Ethical challenges in online health games / Matthieu J. Guitton -- Change through experience: how experiential play and emotional engagement drive health game success / Georges Elias Khalil -- Gamification and health literacy / Badia Faddoul -- Gamification to improve adherence to clinical treatment advice: improving adherence to clinical treatment / Deborah Richards, Patrina H.Y. Caldwell -- Gamification: applications for health promotion and health information technology engagement / Hannah R. Marston, Amanda K Hall -- Guidelines for designing effective games as clinical interventions: mechanics, dynamics, aesthetics, and outcomes (MDAO) framework / Heather Browning -- Gamification in rehabilitation: finding the "just-right-challenge" / Rachel Proffitt -- The role of gamification and evolutionary computation in the provision of self-guided speech therapy / Conor Higgins [and 3 others] -- Using leap motion and gamification to facilitate and encourage rehabilitation for hand injuries: leap motion for rehabilitation / Jamie Taylor, Kevin Curran -- Gamified cognitive training to prevent cognitive decline / Musian Daniele, Antonio Ascolese -- Buddy up for exergames: how group dynamics principles can be applied to active health games / Alison Ede, Samuel Thomas Forlenza, Deborah L. Feltz -- Online social exergames for seniors: a pillar of gamification for clinical practice / Stathis Th. Konstantinidis [and 5 others] --

The effects of active videogames on BMI among young people: a meta-analysis / Jonathan van 't Riet [and 3 others] -- Making exergames appealing: an assessment of commercial exergames / Emmanuel Agu [and 4 others] -- Muscle activation during exergame playing / Pooya Soltani, Jo�ao Paulo Vilas-Boas -- Choices in gamification of therapy for PTSD / Dan Thomsen, Jeffrey M. Rye, Tammy Ott -- Online prevention and early intervention in the field of psychiatry using gamification in internet interventions: practical experience with a program targeting eating disorders in Czech Republic / Jana Hanusov�a [and 4 others] -- Gamificiation of therapy: treating selective mutism / Brian E. Bunnell [and 3 others] -- Review of serious games for people with diabetes / Alexandra Makhlysheva, Eirik �Arsand, Gunnar Hartvigsen -- Integration of communication in a game to reflect and discuss dietary habits among school aged children / Mikio Kamada, Masaki Moriyama -- Interactive digital mobile gaming as a strategic tool in the fight against childhood obesity / Carminda Goersch Lamboglia [and 4 others] -- Game aspects in collaborative navigation of blind travelers / Jan Balata [and 3 others] -- Design of a multi-modal dexterity training interface for medical and biological sciences / Shahram Payandeh.

Restricted to subscribers or individual electronic text purchasers.

"This book reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level"--Provided by publisher.

Also available in print.

Mode of access: World Wide Web.

Description based on title screen (IGI Global, viewed 10/03/2015).

Copyright © 2020 Alfaisal University Library. All Rights Reserved.
Tel: +966 11 2158948 Fax: +966 11 2157910 Email:
librarian@alfaisal.edu