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Concepts behind Serious Games and Computer-Based Trainings in Health Care: Immersion, Presence, Flow

Concepts behind Serious Games and Computer-Based Trainings in Health Care: Immersion, Presence, Flow
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Author(s): Jana Birkenbusch (Technische Universität Darmstadt, Germany)and Oliver Christ (Technische Universität Darmstadt, Germany)
Copyright: 2013
Pages: 14
Source title: Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare
Source Author(s)/Editor(s): Klaus Bredl (Department of Media and Educational Technology at Augsburg University, Germany)and Wolfgang Bösche (University of Education Karlsruhe, Germany)
DOI: 10.4018/978-1-4666-3673-6.ch001

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Abstract

In the area of health care, dynamic changes and improvements of computer-based methods of intervention are more and more observable. This tendency is, amongst other reasons, caused by the implementation of theoretical constructs and psychological phenomena, such as flow, immersion, and presence, because they are able to explain processes and effects of medical interventions and thereby provide helpful hints to the enhancement of rehabilitation technology. This chapter provides an overview of the definitions of constructs related to computer-based technology, how these constructs are related to each other, and how they can be measured. Furthermore, practical aspects of improvement, possible areas of application, and potential benefits of implementing these constructs are discussed.

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