Handbook of Research on Solving Modern Healthcare Challenges With Gamification
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Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Ricardo Alexandre Peixoto de Queirós (uniMAD, Escola Superior de Media Artes e Design, Portugal) and António José Marques (LabRP, School of Health, Polytechnic of Porto, Portugal)
Release Date: January, 2021|Copyright: © 2021 |Pages: 382|DOI: 10.4018/978-1-7998-7472-0
ISBN13: 9781799874720|ISBN10: 1799874729|EISBN13: 9781799874775
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Description

While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education.

Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.

Topics Covered

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

  • Augmented Reality
  • Dementia and Mild Cognitive Impairment
  • Digital Apps
  • E-Health
  • E-Learning
  • Ethical Issues of Gamification
  • Gamification
  • Health Education and Promotion
  • mHealth
  • Neurocognitive Therapy
  • Nutrition Literacy
  • Rehabilitation
  • Telehealth
  • Virtual Reality

Table of Contents and List of Contributors

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Author(s)/Editor(s) Biography

Ricardo Alexandre Peixoto de Queirós holds a PhD on Computer Science and is an Assistant Professor of Computer Science at the Polytechnic Institute of Porto. He is also a researcher in the field of e-learning interoperability and programming languages learning at the Center for Research in Advanced Computing Systems (CRACS) research group of INESC TEC Porto. He is one of the development team members that created Enki, a gamified IDE for learning computer programming powered by Mooshak (a system for managing online programming contests often used in the IEEEXtreme competitions). He is also the author of 5 books regarding Android development and has almost 100 scientific publications focused on Computer Science education.