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Communicating Rare Diseases and Disorders in the Digital Age (Hardcover): Liliana Vale Costa, Sonia Oliveira Communicating Rare Diseases and Disorders in the Digital Age (Hardcover)
Liliana Vale Costa, Sonia Oliveira
R8,400 Discovery Miles 84 000 Ships in 10 - 15 working days

A primary concern of rare disease diagnosis is the lack of accurate information that may lead to delayed interventions, administering inaccurate treatments, and social consequences. Health communication continues to be one-way and rely on the expertise from the health practitioner. In such a broad spectrum of rare diseases, patients may find it difficult to obtain timely information, accurate diagnosis, and appropriate treatments, surgeries, medications, or psychological counseling in their own countries. The use of information and communication technologies can create new communication channels that address this lack of knowledge. Communicating Rare Diseases and Disorders in the Digital Age is an essential reference source that uses computer-mediated communication to improve patient knowledge when afflicted or dealing with rare health conditions. Featuring research on topics such as support networking, eHealth management, and social computing, this book is ideally designed for health practitioners, physicians, patients, medical administrators, nurses, surgeons, infectious disease educators, hospital directors, world health organizations, academicians, students, and researchers seeking coverage on current advances in health communication, computer science, and epidemiology.

Game-playing for active ageing and healthy lifestyles (Hardcover): Ana Isabel Veloso, Liliana Vale Costa Game-playing for active ageing and healthy lifestyles (Hardcover)
Ana Isabel Veloso, Liliana Vale Costa
R3,583 R2,807 Discovery Miles 28 070 Save R776 (22%) Ships in 12 - 17 working days

Given the increase in the ageing population and the evolvement of the Human-Computer Interaction field to a much more humanistic approach, debate is ongoing about designing technology-enabled products for active ageing and healthy lifestyles. Indeed, the mainstream game industry has been challenged with the emergence of an older target group, the advancements in gamification and the proliferation of SMART devices. Previous experience in the field has revealed that for many older adult gamers, games had a therapeutic effect through them being both cognitively challenged and rewarded. However it has also revealed that the gaming industry was not fulfilling their other motivations and accessibility needs. Furthermore, research to date has focused on the physical and cognitive effects of video games in the aging process. Up to now, the use of other active ageing dimensions that go beyond the health domains (i.e. sense of security, and participation in society) in games addressed to this target group remain unexplored. Topics discussed in the book include: * Development of products for the Silver Market; * The older adult consumer and the advertisement industry; * Differences between informational literacy and digital inclusion; * Lifestyle-monitoring technologies and technological determinism; * Positive computing and behavioral design; * Game Design and Active Ageing; * Application of games in rehabilitation; * Gamification, Senior Tourism and the wellness market; * Techniques used for assessing games for active ageing This book differs from current books on the market by focusing on games and the main implications to design for active ageing in terms of the market perspective, the information and communication society, behavioral design, mobility, urban and city planning, accessibility and assessment. The information presented in this book not only relies on case studies but also on the authors' previous experience in co-designing digitally-mediated products with both adult learners at the Universities of the Third Age and older adults at retirement homes. Short catalogue entry: This book focusses on games and the main implications for game design in order to achieve active ageing in terms of the market perspective, the information and communication society, behavioral design, mobility, urban and city planning, accessibility and assessment. It will be a useful read for all game designers.

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