Skip to main content
Book cover

Recent Advances in Technologies for Inclusive Well-Being

Virtual Patients, Gamification and Simulation

  • Book
  • © 2021

Overview

  • Dedicated to the application of gamification, serious gaming, virtual simulation, and virtual patients to medical education and training and patient education
  • Provides insight regarding the ever-increasing role that gamification, gaming, and immersive technologies are playing in supporting a variety of medical-based applications
  • Examines best practices, limitations, and advantages/disadvantages, as they relate to the application of gamification, game-based technologies, and immersive technologies to health professions education and training and patient education applications

Part of the book series: Intelligent Systems Reference Library (ISRL, volume 196)

This is a preview of subscription content, log in via an institution to check access.

Access this book

eBook USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

Licence this eBook for your library

Institutional subscriptions

Table of contents (28 chapters)

  1. Gaming, VR, and Immersive Technologies for Education/Training

  2. VR/Technologies for Rehabilitation

Keywords

About this book

In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being.

Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.


Editors and Affiliations

  • Aalborg University, Esbjerg, Denmark

    Anthony Lewis Brooks

  • Computer Information Systems, Missouri State University, Spring Filed, USA

    Sheryl Brahman

  • maxSIMhealth, Ontario Tech University, Oshawa, Canada

    Bill Kapralos

  • SIM Advancement & Innovation, Simulation Canada, Toronto, Canada

    Amy Nakajima

  • Trent/Fleming School of Nursing, Trent University, Peterborough, Canada

    Jane Tyerman

  • KES International, Shoreham-by-Sea, UK

    Lakhmi C. Jain

Bibliographic Information

Publish with us