• Contact

  • Newsletter

  • About us

  • Delivery options

  • Prospero Book Market Podcast

  • Augmented Reality Games II: The Gamification of Education, Medicine and Art

    Augmented Reality Games II by Geroimenko, Vladimir;

    The Gamification of Education, Medicine and Art

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice EUR 192.59
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        79 876 Ft (76 073 Ft + 5% VAT)
      • Discount 20% (cc. 15 975 Ft off)
      • Discounted price 63 901 Ft (60 858 Ft + 5% VAT)

    79 876 Ft

    db

    Availability

    printed on demand

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Long description:

    This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games.


    This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers? novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics.


    Intended as a starting point for exploring this new fascinating area of research and game development, it will be 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.

    More

    Table of Contents:

    Part I: Augmented reality games in education.- Educational augmented reality games.- New horizons for digital youth: Augmented reality and the gamification of elementary and secondary education.- A new key competence: Teachers? methodological knowledge of augmented reality and its gaming potential.- Augmented imagination: Creating immersive and playful reading experiences.- Learning to build a Doric temple: The augmentation of knowledge through AR gamification.- Explorations in mixed reality with learning and teaching frameworks: Lessons from Ludus and the Vulcan academy.- Novel teaching methods in the classroom: The use of augmented reality games.- Part II: Augmented reality games in medicine and healthcare.- The unexplored potential of playful ambient projection-based AR to improve well-being.- Augmented reality games for health promotion in old age.- The healing App: Augmented reality and art for pediatric patients with chronic pain.- From boring to engaging: Using gamification to transform dental education and practice.- The gamification of physical education using augmented reality technology.- Part III: Augmented reality games in art.- The gamification of augmented reality art.- Unintended consequence: Pervasive games and public art.- Defacing the ?Balloon Dog?: Art, algorithmic culture and augmented reality.- Circumpolar gamifications in the age of global warming: Ice levels, anxiety and the Anthropocene.- Augmented reality gaming in public space: Dealing with non-player characters or having a shared experience?- Concluding remarks.

    More
    Recently viewed
    previous
    20% %discount
    Augmented Reality Games II: The Gamification of Education, Medicine and Art

    The Corpus Callosum: Embryology, Neuroanatomy, Neurophysiology, Neuropathology, and Surgery

    Turgut, Mehmet; Tubbs, R. Shane; Turgut, Ahmet Tuncay; Bui, Cuong C.J.

    66 563 HUF

    53 250 HUF

    Augmented Reality Games II: The Gamification of Education, Medicine and Art

    The Beast Arises: Volume 2: Volume 2

    Haley, Guy; Annandale, David; Guymer, David;

    7 166 HUF

    6 091 HUF

    Augmented Reality Games II: The Gamification of Education, Medicine and Art

    Semantics for Reasons

    Weaver, Bryan R.; Scharp, Kevin;

    31 531 HUF

    28 378 HUF

    Augmented Reality Games II: The Gamification of Education, Medicine and Art

    Manual on Occupational Risk Prevention in Restaurants: Autonomous University of the State of Hidalgo

    Jiménez Quintana, José Ignacio; Ramírez Moreno, Esther; Arias Rico, José;

    18 207 HUF

    17 297 HUF

    Augmented Reality Games II: The Gamification of Education, Medicine and Art

    Exterminator 17 - Die Trilogie Ellis. Bd.3

    Dionnet, Jean-Pierre; Baranko, Igor;

    4 977 HUF

    4 728 HUF

    Augmented Reality Games II: The Gamification of Education, Medicine and Art

    Links

    Kizu, Natsuki;

    3 318 HUF

    3 152 HUF

    Augmented Reality Games II: The Gamification of Education, Medicine and Art

    The Teachings of Don Juan: A Yaqui Way Of Knowledge

    Castaneda, Carlos;

    2 011 HUF

    1 709 HUF

    next