Overview
- Dedicated to the application of gamification, serious gaming, virtual simulation, and virtual patients to medical education and training and patient education
- Provides insight regarding the ever-increasing role that gamification, gaming, and immersive technologies are playing in supporting a variety of medical-based applications
- Examines best practices, limitations, and advantages/disadvantages, as they relate to the application of gamification, game-based technologies, and immersive technologies to health professions education and training and patient education applications
Part of the book series: Intelligent Systems Reference Library (ISRL, volume 196)
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About this book
In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being.
Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.
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Keywords
Table of contents (28 chapters)
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Gaming, VR, and Immersive Technologies for Education/Training
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VR/Technologies for Rehabilitation
Editors and Affiliations
Bibliographic Information
Book Title: Recent Advances in Technologies for Inclusive Well-Being
Book Subtitle: Virtual Patients, Gamification and Simulation
Editors: Anthony Lewis Brooks, Sheryl Brahman, Bill Kapralos, Amy Nakajima, Jane Tyerman, Lakhmi C. Jain
Series Title: Intelligent Systems Reference Library
DOI: https://doi.org/10.1007/978-3-030-59608-8
Publisher: Springer Cham
eBook Packages: Intelligent Technologies and Robotics, Intelligent Technologies and Robotics (R0)
Copyright Information: Springer Nature Switzerland AG 2021
Hardcover ISBN: 978-3-030-59607-1Published: 17 March 2021
Softcover ISBN: 978-3-030-59610-1Published: 18 March 2022
eBook ISBN: 978-3-030-59608-8Published: 16 March 2021
Series ISSN: 1868-4394
Series E-ISSN: 1868-4408
Edition Number: 1
Number of Pages: XXVI, 541
Number of Illustrations: 11 b/w illustrations, 145 illustrations in colour
Topics: Computational Intelligence, Artificial Intelligence, Medical Education, Nursing Education, Biomedical Engineering and Bioengineering