Augmented Reality Games II

£129.50

Augmented Reality Games II

The Gamification of Education, Medicine and Art

Educational equipment and technology, computer-aided learning (CAL) Games development and programming Computer applications in industry and technology Human–computer interaction

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Language: English

Published by: Springer

Published on: 23 May 2019

Format: LCP-protected ePub

Size: 170 Mb

ISBN: 9783030156206


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.

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.

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.

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