Augmented Reality Games II -

Augmented Reality Games II

The Gamification of Education, Medicine and Art

Vladimir Geroimenko (Herausgeber)

Buch | Hardcover
XIX, 365 Seiten
2024 | 2nd ed. 2024
Springer International Publishing (Verlag)
978-3-031-54474-3 (ISBN)
181,89 inkl. MwSt

This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games.


This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers' novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics.


Intended as a starting point for exploring this new fascinating area of research and game development, it will be 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.

Dr Vladimir Geroimenko is a Professor at the Faculty of Informatics and Computer Science of the British University in Egypt, Cairo.  He has edited and authored 21 books, 14 of which have been published by Springer. His most recent research monographs include: "Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies", Springer, 2023; "Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium", 3rd Edition, Springer, 2022; "Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain", Springer, 2021: "Augmented Reality in Education: A New Technology for Teaching and Learning", Springer, 2020; "Augmented Reality Games I: Understanding the Pokémon GO Phenomenon", Springer, 2019 and "Augmented Reality Games II: The Gamification of Education, Medicine and Art", Springer, 2019.
Dr Geroimenko received his MSc degree in Physics and Mathematics from Vitebsk State University, Belarus (1976), PhD degree in the Methodology of Science from Belarusian Academy of Sciences, Minsk (1982) and a higher DSc (Doctor of Science) degree in Cognitive Sciences from Belarusian State University, Minsk (1990).  From 1982 to 1998, he worked at the Belarusian Academy of Sciences. From 1991 to 1993, he was a Research Fellow of the Alexander von Humboldt Foundation at the Ruhr-University Bochum, Germany and from 1995 to 1998 - Visiting Professor at the SSKKII Centre for Cognitive Science, Goteborg University & Chalmers University of Technology, Sweden. In 1998, he joined the University of Plymouth, UK as a Reader in Multimedia and Web Technology. In September 2016, he joined the British University in Egypt as a Professor of Informatics and Computer Science.
Dr Geroimenko is also a digital artist and short story writer. A British citizen since 2002, was born in the Vitebsk Region of Belarus, the legendary birthplace of Mark Chagall. Since 1995, he has been experimenting with different types of digital art. His limited-edition prints are in private collections of Australia, Brazil, Canada, Finland, France, Germany, Holland, Japan, Malta, Mexico, Russia, Spain, Switzerland, UK, and USA. In 2013, he published the book "A Bottle of Plymouth Gin: 12 Detective Stories Set in Devon & Cornwall", which features 12 mysterious cases rooted in the lore of two of the most beautiful British counties. More than 60 of his art books of digital, abstract, and surrealist paintings are available in Amazon Kindle stores worldwide.

Part I: Augmented reality games in education.- Educational augmented reality games.- New horizons for digital youth: Augmented reality and the gamification of elementary and secondary education.- A new key competence: Teachers' methodological knowledge of augmented reality and its gaming potential.- Augmented imagination: Creating immersive and playful reading experiences.- Learning to build a Doric temple: The augmentation of knowledge through AR gamification.- Explorations in mixed reality with learning and teaching frameworks: Lessons from Ludus and the Vulcan academy.- Novel teaching methods in the classroom: The use of augmented reality games.- Part II: Augmented reality games in medicine and healthcare.- The unexplored potential of playful ambient projection-based AR to improve well-being.- Augmented reality games for health promotion in old age.- The healing App: Augmented reality and art for pediatric patients with chronic pain.- From boring to engaging: Using gamification to transform dental education and practice.- The gamification of physical education using augmented reality technology.- Part III: Augmented reality games in art.- The gamification of augmented reality art.- Unintended consequence: Pervasive games and public art.- Defacing the 'Balloon Dog': Art, algorithmic culture and augmented reality.- Circumpolar gamifications in the age of global warming: Ice levels, anxiety and the Anthropocene.- Augmented reality gaming in public space: Dealing with non-player characters or having a shared experience?- Concluding remarks.

Erscheinungsdatum
Zusatzinfo XIX, 365 p. 147 illus., 128 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte Augmented Education • Augmented Reality Game-Based Learning • Augmented Reality Games • Designing Educational Mobile Augmented Reality Games • Gamification in Cognitive Assessment and Cognitive Training
ISBN-10 3-031-54474-9 / 3031544749
ISBN-13 978-3-031-54474-3 / 9783031544743
Zustand Neuware
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