Abstract
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
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
Original language | English |
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Publisher | Springer |
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Volume | 196 |
Edition | 1 |
Number of pages | 541 |
ISBN (Print) | 978-3-030-59607-1 |
ISBN (Electronic) | 978-3-030-59608-8 |
DOIs | |
Publication status | Published - 2021 |
Series | Intelligent Systems Reference Library |
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ISSN | 1868-4394 |
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Dive into the research topics of 'Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation'. Together they form a unique fingerprint.Press/Media
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International Society for Virtual Rehabilitation Book Review
30/05/2021
1 item of Media coverage
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