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

Front Cover
Vladimir Geroimenko
Springer, May 23, 2019 - Computers - 306 pages

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.

 

Contents

1 Educational Augmented Reality Games
3
2 Designing Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors
33
Creating Immersive and Playful Reading Experiences
57
Discovering and Reconstructing the Ancient Built Spaces Through Gaming
83
Lessons from Ludus and the Vulcan Academy
103
Augmented Reality Games in Medicine and Healthcare
123
6 Playful Ambient Augmented Reality Systems to Improve Peoples WellBeing
125
7 Augmented Reality Games for Health Promotion in Old Age
159
Augmented Reality and Art for Pediatric Patients with Chronic Pain
205
Augmented Reality Games in Art
222
10 The Gamification of Augmented Reality Art
225
Pervasive Games and Public Art
247
Art Algorithmic Culture and Augmented Reality
263
Ice Levels Anxiety and the Anthropocene
275
From Pokémon GO to Serious Augmented Reality Games
305
Copyright

8 Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive Impairment
179

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