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Titlebook: Games for Health 2014; Proceedings of the 4 Ben Schouten,Stephen Fedtke,Alex Gekker Conference proceedings 2014 Springer Fachmedien Wiesbad

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書目名稱Games for Health 2014
副標題Proceedings of the 4
編輯Ben Schouten,Stephen Fedtke,Alex Gekker
視頻videohttp://file.papertrans.cn/381/380560/380560.mp4
概述State of the Art in Game Research & Design and Playful Interaction in the domain of Health and Health Care, from the gaming community as well as from the health practitioners..Full scope including, de
圖書封面Titlebook: Games for Health 2014; Proceedings of the 4 Ben Schouten,Stephen Fedtke,Alex Gekker Conference proceedings 2014 Springer Fachmedien Wiesbad
描述.Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education. .
出版日期Conference proceedings 2014
關鍵詞E-Health; Game Design & Development; Game Research; Persuasive Gaming; Play for Change; media research
版次1
doihttps://doi.org/10.1007/978-3-658-07141-7
isbn_softcover978-3-658-14089-2
isbn_ebook978-3-658-07141-7
copyrightSpringer Fachmedien Wiesbaden 2014
The information of publication is updating

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Ben Schouten,Stephen Fedtke,Alex GekkerState of the Art in Game Research & Design and Playful Interaction in the domain of Health and Health Care, from the gaming community as well as from the health practitioners..Full scope including, de
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https://doi.org/10.1007/978-3-030-91741-8h as parks. This is achieved through the co-design of playful ‘phygital’ (physical and digital) artefacts and games to be installed in the park. The initial testing of our proof-of-concept prototype received extremely positive feedback as a potential way of motivating people to keep active in the park and in bridging the generation gap.
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Jan-Wim Eikenbroek,Sven Mattissonn the target age group of 11 to 13 years old were given a survey before and after playing .. Players were split into two groups, which played either one or two twenty-minute sessions. Session length was based on data of average play time. Comparing survey responses before and after gameplay, 86% of
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