Augmented Reality Games II : The Gamification of Education, Medicine and Art
Second Edition 2024
Book Details
Format
Paperback / Softback
ISBN-10
3031544773
ISBN-13
9783031544774
Edition
Second Edition 2024
Publisher
Springer International Publishing AG
Imprint
Springer International Publishing AG
Country of Manufacture
GB
Country of Publication
GB
Publication Date
May 9th, 2025
Print length
365 Pages
Product Classification:
Educational equipment & technology, computer-aided learning (CAL)Educational equipment and technology, computer-aided learning (CAL)Computer aided manufacture (CAM)Digital and Information technology: general topicsInformation technology: general issuesGames development & programmingGames development and programmingHuman-computer interactionHuman–computer interaction
Ksh 32,400.00
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This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games. This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers’ novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics. Intended as a starting point for exploring this new fascinating area of research and game development, it will be essential reading not only for researchers, practitioners, game developers, and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
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