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Augmented Reality Games II

The Gamification of Education, Medicine and Art

  • Book
  • © 2019

Overview

  • 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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Table of contents (13 chapters)

  1. Augmented Reality Games in Education

  2. Augmented Reality Games in Medicine and Healthcare

Keywords

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 forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games. 


Editors and Affiliations

  • Faculty of Informatics and Computer Science, The British University in Egypt (BUE), Cairo, Egypt

    Vladimir Geroimenko

Bibliographic Information

  • Book Title: Augmented Reality Games II

  • Book Subtitle: The Gamification of Education, Medicine and Art

  • Editors: Vladimir Geroimenko

  • DOI: https://doi.org/10.1007/978-3-030-15620-6

  • Publisher: Springer Cham

  • eBook Packages: Computer Science, Computer Science (R0)

  • Copyright Information: Springer Nature Switzerland AG 2019

  • Hardcover ISBN: 978-3-030-15619-0Published: 04 June 2019

  • Softcover ISBN: 978-3-030-15622-0Published: 15 August 2020

  • eBook ISBN: 978-3-030-15620-6Published: 23 May 2019

  • Edition Number: 1

  • Number of Pages: XVI, 306

  • Number of Illustrations: 18 b/w illustrations, 110 illustrations in colour

  • Topics: User Interfaces and Human Computer Interaction, Game Development, Computers and Education, Health Informatics

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