Digital Game Aesthetics of the iStoppFalls Exergame
The objective of this paper is to provide an overview of the iStoppFalls exergames, in association with digital game genres and aesthetics. This paper aims to present the links between game theory and the developed exergames presented in this paper, resul
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Games for Health 2014 Proceedings of the 4th conference on gaming and playful interaction in healthcare
Games for Health 2014
Ben Schouten Stephen Fedtke Marlies Schijven Mirjam Vosmeer Alex Gekker Editors
Games for Health 2014 Proceedings of the 4th conference on gaming and playful interaction in healthcare
Editors Ben Schouten Department of Industrial Design Eindhoven University of Technology Eindhoven, Netherlands
Marlies Schijven Department of Surgery Academic Medical Center Amsterdam Amsterdam, Netherlands
Stephen Fedtke Zug, Switzerland
Mirjam Vosmeer Amsterdam University of Applied Sciences Amsterdam, Netherlands Alex Gekker Utrecht University Utrecht, Netherlands
ISBN 978-3-658-07140-0 DOI 10.1007/978-3-658-07141-7
ISBN 978-3-658-07141-7 (eBook)
Library of Congress Control Number: 2014951225 Springer Vieweg © Springer Fachmedien Wiesbaden 2014 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilm or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer. Violations are liable to prosecution under the German Copyright Law. The use of general descriptive names, registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. Th e publisher makes no warranty, express or implied, with respect to the material contained herein. Printed on acid-free paper Springer Vieweg is a brand of Springer DE. Springer DE is part of Springer Science+Business Media. www.springer-vieweg.de
Preface The Fourth European Games for Health Conference 2014 (GFHEU 2014) brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and health policy. Over two days, more than 500 attendees will participate, in over 13 sessions provided by an international array of more than 50 speakers, cutting across a wide range of activities in health and well-being. Conference topics include exergaming, physical therapy, disease management, health behaviour change, biofeedback, scientific validation, rehab, epidemiology, training, cognitive health, nutrition and education. As we are aiming for innovation and further integration of research and game development in health care, this year we continued to add an extra a
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