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Springer - Augmented Reality Games II: Gamification Book

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Description

Explore the expanding world of digital integration with Augmented Reality Games II: The Gamification of Education, Medicine and Art. Published by Springer, this second volume examines how augmented reality technologies are applied across diverse professional sectors. This book provides a look into the practical application of gamification within educational settings, medical environments, and the arts. By studying these specific use cases, readers can understand how augmented reality changes the way information is consumed and how interactive experiences are built. Whether you are interested in the technical side of programming games or the social impact of these technologies, this text offers a specialized perspective on the current state of the field. It serves as a resource for those studying computing, internet technologies, and the development of immersive digital environments.

Key Features

Covers the application of augmented reality across education, medicine, and art sectors.

Published by Springer, a recognized name in professional and academic literature.

Focuses on the concept of gamification within digital and interactive environments.

Provides insights into the intersection of programming and real-world utility.

Serves as a specialized resource for computing and internet technology studies.

Product Specifications

Format
hardcover
Domain
Amazon UK
Release Date
08 May 2024
Listed Since
18 January 2024

Barcode

No barcode data available

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