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OverviewAs our dependence on technology increases, technology has imbibed itself even in our everyday routines, from checking our heart rate to keeping tabs on our diets. We are dependent on this technology, but when it comes to gaming, it is always considered to be something that one must avoid so that one can utilize that time for something productive. However, when one adds gamification logic to the health sector, it adds value by helping improve the health of the user. Exergaming Intervention for Children, Adolescents, and Elderly People tackles social problems via technology intervention using gamification as a medium. This book includes various theoretical and experimental breakthroughs on new methodologies and technologies. Covering topics such as digital aids, learning tools, and serious games, this premier reference source is an excellent resource for game developers, medical professionals, hospital administrators, administrators and educators of both K-12 and higher education, pre-service teachers, students of higher education, teacher educators, librarians, researchers, and academicians. Full Product DetailsAuthor: Shahnawaz Khan , Thirunavukkarasu Kannapiran , Arunachalam Muthiah , Sharad ShettyPublisher: IGI Global Imprint: IGI Global Weight: 0.343kg ISBN: 9781668463208ISBN 10: 1668463202 Pages: 300 Publication Date: 31 January 2023 Audience: Professional and scholarly , General/trade , Professional & Vocational , General Format: Hardback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of ContentsReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |