Augmented Reality Games II: The Gamification of Education, Medicine and Art

Author:   Vladimir Geroimenko
Publisher:   Springer Nature Switzerland AG
Edition:   1st ed. 2019
ISBN:  

9783030156220


Pages:   306
Publication Date:   15 August 2020
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Augmented Reality Games II: The Gamification of Education, Medicine and Art


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Overview

This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries.  Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics.  Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games. 

Full Product Details

Author:   Vladimir Geroimenko
Publisher:   Springer Nature Switzerland AG
Imprint:   Springer Nature Switzerland AG
Edition:   1st ed. 2019
Weight:   0.590kg
ISBN:  

9783030156220


ISBN 10:   3030156222
Pages:   306
Publication Date:   15 August 2020
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Educational Augmented Reality Games.- Designing Educational Mobile Augmented Reality Games using Motivators and Disturbance Factors.- Augmented Imagination: Creating Immersive and Playful Reading Experiences.- Invisible Settlements: Discovering and Reconstructing the Ancient Built Spaces through Gaming.- Explorations in Mixed Reality with Learning and Teaching Frameworks: Lessons from Ludus and the Vulcan Academy.- Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive Impairment.- The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain.- The Gamification of Augmented Reality Art.- Circumpolar Gamifications in the Age of Global Warming: Ice Levels, Anxiety and the Anthropocene. 

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