This book provides a detailed update on the applications of Serious
Games in Healthcare and Education sector. In short, it provides an all
rounded research and industry updates about the current and future
advances in this area.
These are the two sectors that are developing rapidly with direct
applications of serious games. With advances in technologies and a new
perspective on patient engagement and public expectations, the
healthcare sector is increasingly turning to serious games to solve
problems. Subconscious Learning via Games and Social Media will share
expert opinions on the development and application of game technologies
for health-related serious games. Our commercial and non-commercial
expert comes from different aspects of the healthcare system from
clinicians to therapist. The scope ranges from population health to
specific medical domain applications. In the education sector, digital
games have a great potential to improve learning of both adults and
children. It is important to understand how to design games that could
create long term behavioral change rather than short term alterations.
In these chapters, we discuss how the serious games should be designed
and deployed for both adults and children.