Skip to main content

Augmented Reality Games II

The Gamification of Education, Medicine and Art

  • Book
  • © 2024
  • Latest edition

Overview

  • Explores the latest ideas in game developments, and introduces novel and challenging topics
  • Provides a systematic analysis of augmented reality games in education, healthcare, medicine, and art
  • Assists a conceptual and critical understanding of augmented reality games as a novel type of serious and fun games
  • 527 Accesses

This is a preview of subscription content, log in via an institution to check access.

Access this book

eBook USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

Licence this eBook for your library

Institutional subscriptions

About this book

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.


Keywords

Table of contents (17 chapters)

  1. Augmented Reality Games in Education

  2. Augmented Reality Games in Medicine and Healthcare

Editors and Affiliations

  • Faculty of Informatics and Computer Science, The British University in Egypt, Sherouk City, Egypt

    Vladimir Geroimenko

About the editor

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.

Bibliographic Information

  • Book Title: Augmented Reality Games II

  • Book Subtitle: The Gamification of Education, Medicine and Art

  • Editors: Vladimir Geroimenko

  • DOI: https://doi.org/10.1007/978-3-031-54475-0

  • Publisher: Springer Cham

  • eBook Packages: Computer Science, Computer Science (R0)

  • Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2024

  • Hardcover ISBN: 978-3-031-54474-3Published: 08 May 2024

  • Softcover ISBN: 978-3-031-54477-4Due: 08 June 2024

  • eBook ISBN: 978-3-031-54475-0Published: 07 May 2024

  • Edition Number: 2

  • Number of Pages: XIX, 365

  • Number of Illustrations: 19 b/w illustrations, 128 illustrations in colour

  • Topics: User Interfaces and Human Computer Interaction, Game Development, Computers and Education, Health Informatics

Publish with us