Borrow it
- African Studies Library
- Alumni Medical Library
- Astronomy Library
- Fineman and Pappas Law Libraries
- Frederick S. Pardee Management Library
- Howard Gotlieb Archival Research Center
- Mugar Memorial Library
- Music Library
- Pikering Educational Resources Library
- School of Theology Library
- Science & Engineering Library
- Stone Science Library
The Resource Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource)
Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource)
Resource Information
The item Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in Boston University Libraries.This item is available to borrow from all library branches.
Resource Information
The item Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in Boston University Libraries.
This item is available to borrow from all library branches.
- Summary
- This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial experts comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.
- Language
- eng
- Extent
- VIII, 152 p. 72 illus., 60 illus. in color.
- Contents
-
- A evaluation of 3D Character Reflectance and realistic implementation for FPS Game
- Play it Safe: a situational game for occupational safety
- Capacity building in water with serious games
- The Future of Immersive Technologies and Serious Games
- User Generated Character Behaviors in Educational games
- Can we play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention Deficit Hyperactivity Disorder
- Associating Sport Skills through Virtual Games: An Introductory Approach
- Technology Acceptance of THAI Primary Student On OUTDOOR Learning Activity Using Mobile Device
- Ergonomic Criteria for Creating Online Educational Games for Seniors
- EEG-Based Serious Games
- Isbn
- 9789812874085
- Label
- Subconscious Learning via Games and Social Media
- Title
- Subconscious Learning via Games and Social Media
- Statement of responsibility
- edited by Olga Sourina, David Wortley, Seongdong Kim
- Subject
-
- Social sciences -- Data processing
- Engineering
- Media Sociology
- Social sciences -- Data processing
- Education
- Computer Appl. in Social and Behavioral Sciences
- Computational Intelligence
- Education
- Electronic resources
- Engineering
- Social sciences -- Data processing
- Engineering
- Education
- Educational Technology
- Language
- eng
- Summary
- This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial experts comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.
- Image bit depth
- 0
- LC call number
- Q342
- Literary form
- non fiction
- http://library.link/vocab/relatedWorkOrContributorName
-
- Sourina, Olga.
- Wortley, David.
- Kim, Seongdong.
- SpringerLink
- Series statement
- Gaming Media and Social Effects,
- http://library.link/vocab/subjectName
-
- Engineering
- Social sciences
- Education
- Engineering
- Computational Intelligence
- Educational Technology
- Media Sociology
- Computer Appl. in Social and Behavioral Sciences
- Label
- Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource)
- Antecedent source
- mixed
- Carrier category
- online resource
- Carrier category code
- cr
- Carrier MARC source
- rdacarrier
- Color
- not applicable
- Content category
- text
- Content type code
- txt
- Content type MARC source
- rdacontent
- Contents
- A evaluation of 3D Character Reflectance and realistic implementation for FPS Game -- Play it Safe: a situational game for occupational safety -- Capacity building in water with serious games -- The Future of Immersive Technologies and Serious Games -- User Generated Character Behaviors in Educational games -- Can we play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention Deficit Hyperactivity Disorder -- Associating Sport Skills through Virtual Games: An Introductory Approach -- Technology Acceptance of THAI Primary Student On OUTDOOR Learning Activity Using Mobile Device -- Ergonomic Criteria for Creating Online Educational Games for Seniors -- EEG-Based Serious Games
- Dimensions
- unknown
- Extent
- VIII, 152 p. 72 illus., 60 illus. in color.
- File format
- multiple file formats
- Form of item
- electronic
- Isbn
- 9789812874085
- Level of compression
- uncompressed
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
- c
- Other control number
- 10.1007/978-981-287-408-5
- Other physical details
- online resource.
- Quality assurance targets
- absent
- Reformatting quality
- access
- Specific material designation
- remote
- System control number
- (DE-He213)978-981-287-408-5
- Label
- Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource)
- Antecedent source
- mixed
- Carrier category
- online resource
- Carrier category code
- cr
- Carrier MARC source
- rdacarrier
- Color
- not applicable
- Content category
- text
- Content type code
- txt
- Content type MARC source
- rdacontent
- Contents
- A evaluation of 3D Character Reflectance and realistic implementation for FPS Game -- Play it Safe: a situational game for occupational safety -- Capacity building in water with serious games -- The Future of Immersive Technologies and Serious Games -- User Generated Character Behaviors in Educational games -- Can we play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention Deficit Hyperactivity Disorder -- Associating Sport Skills through Virtual Games: An Introductory Approach -- Technology Acceptance of THAI Primary Student On OUTDOOR Learning Activity Using Mobile Device -- Ergonomic Criteria for Creating Online Educational Games for Seniors -- EEG-Based Serious Games
- Dimensions
- unknown
- Extent
- VIII, 152 p. 72 illus., 60 illus. in color.
- File format
- multiple file formats
- Form of item
- electronic
- Isbn
- 9789812874085
- Level of compression
- uncompressed
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
- c
- Other control number
- 10.1007/978-981-287-408-5
- Other physical details
- online resource.
- Quality assurance targets
- absent
- Reformatting quality
- access
- Specific material designation
- remote
- System control number
- (DE-He213)978-981-287-408-5
Subject
- Computational Intelligence
- Computer Appl. in Social and Behavioral Sciences
- Education
- Education
- Education
- Educational Technology
- Electronic resources
- Engineering
- Engineering
- Engineering
- Media Sociology
- Social sciences -- Data processing
- Social sciences -- Data processing
- Social sciences -- Data processing
Member of
Library Locations
-
African Studies LibraryBorrow it771 Commonwealth Avenue, 6th Floor, Boston, MA, 02215, US42.350723 -71.108227
-
-
Astronomy LibraryBorrow it725 Commonwealth Avenue, 6th Floor, Boston, MA, 02445, US42.350259 -71.105717
-
Fineman and Pappas Law LibrariesBorrow it765 Commonwealth Avenue, Boston, MA, 02215, US42.350979 -71.107023
-
Frederick S. Pardee Management LibraryBorrow it595 Commonwealth Avenue, Boston, MA, 02215, US42.349626 -71.099547
-
Howard Gotlieb Archival Research CenterBorrow it771 Commonwealth Avenue, 5th Floor, Boston, MA, 02215, US42.350723 -71.108227
-
-
Music LibraryBorrow it771 Commonwealth Avenue, 2nd Floor, Boston, MA, 02215, US42.350723 -71.108227
-
Pikering Educational Resources LibraryBorrow it2 Silber Way, Boston, MA, 02215, US42.349804 -71.101425
-
School of Theology LibraryBorrow it745 Commonwealth Avenue, 2nd Floor, Boston, MA, 02215, US42.350494 -71.107235
-
Science & Engineering LibraryBorrow it38 Cummington Mall, Boston, MA, 02215, US42.348472 -71.102257
-
Embed (Experimental)
Settings
Select options that apply then copy and paste the RDF/HTML data fragment to include in your application
Embed this data in a secure (HTTPS) page:
Layout options:
Include data citation:
<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.bu.edu/portal/Subconscious-Learning-via-Games-and-Social-Media/QiTV5ovKG1M/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.bu.edu/portal/Subconscious-Learning-via-Games-and-Social-Media/QiTV5ovKG1M/">Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource)</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.bu.edu/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.bu.edu/">Boston University Libraries</a></span></span></span></span></div>
Note: Adjust the width and height settings defined in the RDF/HTML code fragment to best match your requirements
Preview
Cite Data - Experimental
Data Citation of the Item Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource)
Copy and paste the following RDF/HTML data fragment to cite this resource
<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.bu.edu/portal/Subconscious-Learning-via-Games-and-Social-Media/QiTV5ovKG1M/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.bu.edu/portal/Subconscious-Learning-via-Games-and-Social-Media/QiTV5ovKG1M/">Subconscious Learning via Games and Social Media, edited by Olga Sourina, David Wortley, Seongdong Kim, (electronic resource)</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.bu.edu/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.bu.edu/">Boston University Libraries</a></span></span></span></span></div>