Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Indexed In: SCOPUS
Release Date: September, 2015|Copyright: © 2016 |Pages: 636
DOI: 10.4018/978-1-4666-9522-1
ISBN13: 9781466695221|ISBN10: 1466695226|EISBN13: 9781466695238
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Description & Coverage
Description:

Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention.

Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Clinical Rehabilitation
  • Cognitive Health Maintenance
  • E-Health
  • Exergames
  • M-Health
  • Mobile Games
  • Nutrition Gamification
  • Psychiatry Gamification
Reviews & Statements

This book would definitively find its place- and that would be a place handy, easy to access since it is going to be accessed quite regularly- on the shelves of the personal library of any researcher or health specialist interested in health games.

– Dr. Matthieu J. Guitton, Laval University, Canada

Computer science, psychology, and other researchers from North America, Australia, Europe, Japan, and Brazil offer 23 chapters on the use of games and game components and principles in healthcare to improve health and wellness. They consider theoretical and practical aspects related to patient adherence issues, including ethical issues, the impact of experiential play and emotional engagement in success, health literacy, adherence to clinical treatment, applications for health promotion and health information technology engagement, and guidelines for designing games.

– ProtoView Book Abstracts (formerly Book News, Inc.)
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Editor/Author Biographies
Daniel Novák graduated from the Czech Technical University (CTU) in Prague in 2000 and obtained a Ph.D. degree from CTU in 2004. He is a senior researcher at the Department of Cybernetics, CTU, Faculty of Electrical Engineering. He publishes contributions in the field of ICT healthcare and ambient assisted living systems, neuroscience and pattern recognition. He reads lectures on Artificial Intelligence, Biometrics and Neuroinformatics. He was awarded a postdoc Marie Curie’s funding by Philips, Germany, a NATO Science fellowship by Polytechnic University of Valencia, Spain and a postdoc research grant at Groupe ESIEE, Paris, France. He participated in numerous European, as well as local research projects. He organizes international conferences such as MobileMed – Conference on Mobile and Information Technologies in Medicine.
Bengisu Tulu is an Associate Professor in the Robert A. Foisie School of Business at Worcester Polytechnic Institute (WPI), Worcester, MA, USA. She is one of the founding members of the Healthcare Delivery Institute at WPI. She received her Ph.D. in Management of Information Systems and Technology from Claremont Graduate University. Dr. Tulu’s research interests include development and implementation of Health Information Technologies (HIT). She studies the implications of HIT implementations on healthcare organizations and consumers. Dr. Tulu’s research has been supported by the National Science Foundation, National Institutes of Health, Agency for Healthcare Research & Quality and the Veterans Affairs. Her publications have appeared in leading journals such as Journal of the American Medical Informatics Association, Journal of the AIS, Telemedicine and e-health Journal, IEEE Transactions on Biomedical Engineering, Communications of the ACM, IEEE Journal on Selected Areas in Communications, and, IEEE Network.
Håvar Brendryen received his MS from the Norwegian university of science and technology in 2001. His main fields of study were cognitive psychology and human computer interaction. He received his PhD in health psychology from the University of Oslo in 2009. The topic of his dissertation was eHealth interventions for smoking cessation. In 2010, he was awarded a post-doc grant to investigate online alcohol interventions from The Norwegian center for addiction research, and has been employed as a senior researcher there since 2013. His previous research projects has centered on the evaluation of eHealth interventions that target addiction and/or mental health. The overall goal of Dr Brendryen’s current research is to improve the understanding of the working mechanisms of automated web- and phone-based interventions and how to improve the design of such interventions.
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