Augmented Reality Games II

The Gamification of Education, Medicine and Art

Editors: Geroimenko, Vladimir (Ed.)

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  • The second volume of a pioneering two-part monograph written by a team of 70 researchers from 20 countries
  • Explores the practical use of augmented reality games as a novel type of serious games in the field of education, medicine, healthcare, and digital art
  • Analyses augmented reality games in education, considers their use for improving people’s well-being and for health promotion, explores the gamification of augmented reality art
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eBook 101,14 €
price for Spain (gross)
  • ISBN 978-3-030-15620-6
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover 124,79 €
price for Spain (gross)
  • ISBN 978-3-030-15619-0
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
  • The final prices may differ from the prices shown due to specifics of VAT rules
About this book

This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. 

Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. 

Augmented Reality Games II is 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. 

Table of contents (13 chapters)

Table of contents (13 chapters)
  • Educational Augmented Reality Games

    Pages 3-32

    Weerasinghe, Maheshya (et al.)

  • Designing Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors

    Pages 33-56

    Laine, Teemu H. (et al.)

  • Augmented Imagination: Creating Immersive and Playful Reading Experiences

    Pages 57-81

    Campos, Cuauhtli (et al.)

  • Invisible Settlements: Discovering and Reconstructing the Ancient Built Spaces Through Gaming

    Pages 83-102

    Gheorghiu, Dragoş (et al.)

  • Explorations in Mixed Reality with Learning and Teaching Frameworks: Lessons from Ludus and the Vulcan Academy

    Pages 103-122

    Grant, Gary (et al.)

Buy this book

eBook 101,14 €
price for Spain (gross)
  • ISBN 978-3-030-15620-6
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover 124,79 €
price for Spain (gross)
  • ISBN 978-3-030-15619-0
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
  • The final prices may differ from the prices shown due to specifics of VAT rules
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Bibliographic Information

Bibliographic Information
Book Title
Augmented Reality Games II
Book Subtitle
The Gamification of Education, Medicine and Art
Editors
  • Vladimir Geroimenko
Copyright
2019
Publisher
Springer International Publishing
Copyright Holder
Springer Nature Switzerland AG
eBook ISBN
978-3-030-15620-6
DOI
10.1007/978-3-030-15620-6
Hardcover ISBN
978-3-030-15619-0
Edition Number
1
Number of Pages
XVI, 306
Number of Illustrations
18 b/w illustrations, 110 illustrations in colour
Topics