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Exergaming Intervention for Children, Adolescents, and Elderly People (Hardcover): Shahnawaz Khan, Thirunavukkarasu Kannapiran,... Exergaming Intervention for Children, Adolescents, and Elderly People (Hardcover)
Shahnawaz Khan, Thirunavukkarasu Kannapiran, Arunachalam Muthiah, Sharad Shetty
R5,890 Discovery Miles 58 900 Ships in 12 - 17 working days

As our dependence on technology increases, technology has imbibed itself even in our everyday routines, from checking our heart rate to keeping tabs on our diets. We are dependent on this technology, but when it comes to gaming, it is always considered to be something that one must avoid so that one can utilize that time for something productive. However, when one adds gamification logic to the health sector, it adds value by helping improve the health of the user. Exergaming Intervention for Children, Adolescents, and Elderly People tackles social problems via technology intervention using gamification as a medium. This book includes various theoretical and experimental breakthroughs on new methodologies and technologies. Covering topics such as digital aids, learning tools, and serious games, this premier reference source is an excellent resource for game developers, medical professionals, hospital administrators, administrators and educators of both K-12 and higher education, pre-service teachers, students of higher education, teacher educators, librarians, researchers, and academicians.

Exergaming Intervention for Children, Adolescents, and Elderly People (Paperback): Shahnawaz Khan, Thirunavukkarasu Kannapiran,... Exergaming Intervention for Children, Adolescents, and Elderly People (Paperback)
Shahnawaz Khan, Thirunavukkarasu Kannapiran, Arunachalam Muthiah, Sharad Shetty
R4,575 Discovery Miles 45 750 Ships in 10 - 15 working days

As our dependence on technology increases, technology has imbibed itself even in our everyday routines, from checking our heart rate to keeping tabs on our diets. We are dependent on this technology, but when it comes to gaming, it is always considered to be something that one must avoid so that one can utilize that time for something productive. However, when one adds gamification logic to the health sector, it adds value by helping improve the health of the user. Exergaming Intervention for Children, Adolescents, and Elderly People tackles social problems via technology intervention using gamification as a medium. This book includes various theoretical and experimental breakthroughs on new methodologies and technologies. Covering topics such as digital aids, learning tools, and serious games, this premier reference source is an excellent resource for game developers, medical professionals, hospital administrators, administrators and educators of both K-12 and higher education, pre-service teachers, students of higher education, teacher educators, librarians, researchers, and academicians.

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