Exergaming Intervention For Children, Adolescents, And Elderly People

Information Science Reference
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9781668463208
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ISBN13:
9781668463208
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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.


  • | Author: Shahnawaz Khan, Thirunavukkarasu Kannapiran, Arunachalam Muthiah
  • | Publisher: Information Science Reference
  • | Publication Date: Jan 13, 2023
  • | Number of Pages: 300 pages
  • | Language: English
  • | Binding: Hardcover
  • | ISBN-10: 1668463202
  • | ISBN-13: 9781668463208
Author:
Shahnawaz Khan, Thirunavukkarasu Kannapiran, Arunachalam Muthiah
Publisher:
Information Science Reference
Publication Date:
Jan 13, 2023
Number of pages:
300 pages
Language:
English
Binding:
Hardcover
ISBN-10:
1668463202
ISBN-13:
9781668463208