Digital Health and the Gamification of Life

Digital Health and the Gamification of Life PDF Author: Antonio Maturo
Publisher: Emerald Group Publishing
ISBN: 1787543668
Category : Social Science
Languages : en
Pages : 187

Book Description
This book analyzes the role of health apps to promote medicalization. It considers whether their use is an individual matter, rather than a political and social one, with some apps based on a medical framework positively promoting physical activity and meditation, or whether data-sharing can foster social discrimination.

Digital Health and the Gamification of Life

Digital Health and the Gamification of Life PDF Author: Antonio Maturo
Publisher: Emerald Group Publishing
ISBN: 178754365X
Category : Social Science
Languages : en
Pages : 187

Book Description
This book analyzes the role of health apps to promote medicalization. It considers whether their use is an individual matter, rather than a political and social one, with some apps based on a medical framework positively promoting physical activity and meditation, or whether data-sharing can foster social discrimination.

Impacts of Information Technology on Patient Care and Empowerment

Impacts of Information Technology on Patient Care and Empowerment PDF Author: McHaney, Roger W.
Publisher: IGI Global
ISBN: 1799800482
Category : Medical
Languages : en
Pages : 452

Book Description
Modern technology has impacted healthcare and interactions between patients and healthcare providers through a variety of means including the internet, social media, mobile devices, and the internet of things. These new technologies have empowered, frustrated, educated, and confused patients by making educational materials more widely available and allowing patients to monitor their own vital signs and self-diagnose. Further analysis of these and future technologies is needed in order to provide new approaches to empowerment, reduce mistakes, and improve overall healthcare. Impacts of Information Technology on Patient Care and Empowerment is a critical scholarly resource that delves into patient access to information and the effect that access has on their relationship with healthcare providers and their health outcomes. Featuring a range of topics such as gamification, mobile computing, and risk analysis, this book is ideal for healthcare practitioners, doctors, nurses, surgeons, hospital staff, medical administrators, patient advocates, researchers, academicians, policymakers, and healthcare students.

Digital Health

Digital Health PDF Author: Alan Godfrey
Publisher: Elsevier
ISBN: 0128189142
Category : Technology & Engineering
Languages : en
Pages : 398

Book Description
Digital Health: Exploring Use and Integration of Wearables is the first book to show how and why engineering theory is used to solve real-world clinical applications, considering the knowledge and lessons gathered during many international projects. This book provides a pragmatic A to Z guide on the design, deployment and use of wearable technologies for laboratory and remote patient assessment, aligning the shared interests of diverse professions to meet with a common goal of translating engineering theory to modern clinical practice. It offers multidisciplinary experiences to guide engineers where no clinically advice and expertise may be available. Entering the domain of wearables in healthcare is notoriously difficult as projects and ideas often fail to deliver due to the lack of clinical understanding, i.e., what do healthcare professionals and patients really need? This book provides engineers and computer scientists with the clinical guidance to ensure their novel work successfully translates to inform real-world clinical diagnosis, treatment and management. Presents the first guide for wearable technologies in a multidisciplinary and translational manner Helps engineers design real-world applications to help them better understand theory and drive pragmatic clinical solutions Combines the expertise of engineers and clinicians in one go-to guide, accessible to all

Gamification

Gamification PDF Author: Therese M. Shea
Publisher: The Rosen Publishing Group, Inc
ISBN: 1448895197
Category : Juvenile Nonfiction
Languages : en
Pages : 50

Book Description
The concept of gamification turns healthy behaviors, such as losing weight or helping the environment, into a game that rewards success. This new and exciting niche in the game industry provides limitless opportunities for young people who are interested in the cutting edge of computers and technology, and how it interacts with daily life. This book does an excellent job of explaining exactly what gamification is by showing how technologies such as smartphones and apps are upending the way games are conceived and played. The reader is then introduced to specific examples of gamification concepts in the areas of environmentalism, education, health, and social causes. These include games that incentivize such behaviors exercising, recycling, and volunteering in the community. The examples illustrate the potential of this new concept in computer technology, sparking an interest in future computer scientists to jump into the field.

Harnessing the Power of Technology to Improve Lives

Harnessing the Power of Technology to Improve Lives PDF Author: P. Cudd
Publisher: IOS Press
ISBN: 1614997985
Category : Medical
Languages : en
Pages : 1156

Book Description
The lives of people with disabilities are complex and various, and there are many situations where technology – particularly assistive technology – already makes a real difference. It is clear that smart phone and tablet computer based solutions continue to enhance the independence of many users, but it is also important that more traditional assistive technologies and services are not forgotten or neglected. This book presents the proceedings of the 14th conference of the Association for the Advancement of Assistive Technology in Europe (AAATE 2017) entitled: ‘Harnessing the power of technology to improve lives’, held in Sheffield, UK, in September 2017. This 4-day event about assistive technologies (AT) highlights the association’s interest in innovating not only technology, but also services, and addresses the global challenge of meeting the needs of the increasing number of people who could benefit from assistive technology. The 200+ papers in the book are grouped under 30 subject headings, and include contributions on a wide range of topical subjects, including aging well and dementia; care robotics; eHealth and apps; innovations; universal design; sport; and disordered speech. The breadth of the AAATE conference reflects people’s life needs and so the book is sure to contain something of interest to all those whose work involves the design, development and use of assistive technology, whatever the situation. The photo on the front cover illustrates the breadth of assistive technologies that can improve lives. Photographer: Simon Butler.

IoT in Healthcare and Ambient Assisted Living

IoT in Healthcare and Ambient Assisted Living PDF Author: Gonçalo Marques
Publisher: Springer Nature
ISBN: 9811598975
Category : Technology & Engineering
Languages : en
Pages : 375

Book Description
This book presents the state of the art of Internet of Things (IoT) from the perspective of healthcare and Ambient Assisted Living (AAL). It discusses the emerging technologies in healthcare services used for healthcare professionals and patients for enhanced living environments and public health. The topics covered in this book include emerging eHealth IoT applications, Internet of Medical Things, health sensors, and wearable sensors for pervasive and personalized healthcare, and smart homes applications for enhanced health and well-being. The book also presents various ideas for the design and development of IoT solutions for healthcare and AAL. It will be useful for bioengineers and professionals working in the areas of healthcare as well as health informatics.

Actionable Gamification

Actionable Gamification PDF Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500

Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Metaverse Technologies in Healthcare

Metaverse Technologies in Healthcare PDF Author: Rajesh Kumar Dhanaraj
Publisher: Elsevier
ISBN: 0443135665
Category : Medical
Languages : en
Pages : 316

Book Description
Metaverse Technologies in Healthcare focuses on data analysis, utilizing the possibilities of data to increase the effectiveness of healthcare organizations. As healthcare services aim to maintain the physical, mental, social and emotional well-being of human lives while the Metaverse is a blend of technological trends- Artificial Intelligence (AI), Augmented Reality (AR) and Virtual Reality (VR), collectively, they can deliver treatments and medicines, lower costs, and substantially enhance patient outcomes. The book redefines the digital health experience and describes the advantages of the Metaverse-based NFT technology in the healthcare sector, facilitating NFT avatars to interact with targeted audiences, and more. Shows the potential of digital experiences on the healthcare sector Focuses on the leading channels fueling the digital health space, such as Telemedicine, Digital Twins, Block chain, Internet of Things, and Robotics, providing new directions in this sector Provides guidance to healthcare companies on how to augment their Digital Roadmaps with personalized care

Handbook of Research on Gamification Dynamics and User Experience Design

Handbook of Research on Gamification Dynamics and User Experience Design PDF Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1668442922
Category : Computers
Languages : en
Pages : 541

Book Description
In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.
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