Subconscious Learning via Games and Social Media

  • Olga Sourina
  • David Wortley
  • Seongdong Kim

Part of the Gaming Media and Social Effects book series (GMSE)

Table of contents

  1. Front Matter
    Pages i-viii
  2. Seongdong Kim, Seongah Chin, Jaemoon Lee, Teresa Cho
    Pages 1-10
  3. Bard O. Wartena, Derek A. Kuipers, Hylke W. van Dijk
    Pages 11-26
  4. Chengzi Chew, Gareth James Lloyd, Eske Knudsen
    Pages 27-43
  5. Xin Yi Lee, Eleni Koukouna, Choon Guan Lim, Cuntai Guan, Tih Shih Lee, Daniel Shuen Sheng Fung
    Pages 69-86
  6. Normahdiah Sheik Said, Iswardi Mohd
    Pages 87-99
  7. Pradorn Sureephong, Piriyamart Sirichai, Sompon Winya
    Pages 101-113
  8. Louise Sauve, Lise Renaud, David Kaufman, Emmanuel Duplaa
    Pages 115-134
  9. Olga Sourina, Yisi Liu
    Pages 135-152

About this book

Introduction

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.

 

Keywords

Educational Games Educational Games Educational Technology Edutainment Space Game Development Immersive Technologies Serious Games Serious Games Educational Therapeutic Games

Editors and affiliations

  • Olga Sourina
    • 1
  • David Wortley
    • 2
  • Seongdong Kim
    • 3
  1. 1.Computer ScienceNanyang Technological UniversitySingaporeSingapore
  2. 2.Immersive Technology StrategiesLeicesterUnited Kingdom
  3. 3.sdkim@kaywon.ac.krEuiwangshiKorea, Republic of (South Korea)

Bibliographic information

  • DOI https://doi.org/10.1007/978-981-287-408-5
  • Copyright Information Springer Science+Business Media Singapore 2015
  • Publisher Name Springer, Singapore
  • eBook Packages Engineering
  • Print ISBN 978-981-287-407-8
  • Online ISBN 978-981-287-408-5
  • Series Print ISSN 2197-9685
  • Series Online ISSN 2197-9693
  • About this book
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