Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Anthony Lewis Brooks (Editor), Sheryl Brahnam (Editor), Bill Kapralos (Editor), Amy Nakajima (Editor), Jane Tyerman (Editor), Lakhmi C. Jain (Editor)

Research output: Book/ReportAnthologyResearchpeer-review

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
Original languageEnglish
PublisherSpringer
Volume196
Edition1
Number of pages541
ISBN (Print)978-3-030-59607-1
ISBN (Electronic)978-3-030-59608-8
DOIs
Publication statusPublished - 2021
SeriesIntelligent Systems Reference Library
ISSN1868-4394

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