Merger Games

Merger Games
Author: Judith P. Swazey
Publisher: Temple University Press
Total Pages: 324
Release: 2011-10-14
Genre: Medical
ISBN: 9781439907177

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With deepening financial problems, Allegheny Heath, Education and Research Foundation filed for bankruptcy in 1998—in the midst of its landmark merger of The Medical College of Pennsylvania and Hahnemann University. What resulted was another dire event in an escalating disaster. As civil and criminal investigations probed Allegheny's collapse, the survival of the medical school and other health sciences university schools, and the operation of the hospitals hung in the balance. Fortunately, a savior arrived in the form of Drexel University who used this opportunity to create its own medical school. Merger Games is Judith Swazey's gripping account of this historic transaction. Based on extraordinarily detailed first-hand research and continuous inside access to the developments, this book clearly delineates who the players were and what this merger means for the future of medical education and institutional healthcare. Merger Games is a definitive history of one of the most important academic medicine mergers in Philadelphia and the country, which happened at a time when medical care was becoming commodified in almost every state.

Virtual, Augmented Reality and Serious Games for Healthcare 1

Virtual, Augmented Reality and Serious Games for Healthcare 1
Author: Minhua Ma
Publisher: Springer Science & Business
Total Pages: 570
Release: 2014-04-25
Genre: Technology & Engineering
ISBN: 3642548164

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There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Games

Games
Author: Sandra Danilovic
Publisher: Emerald Group Publishing
Total Pages: 129
Release: 2024-08-20
Genre: Medical
ISBN: 1800435967

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Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.

Serious Games for Healthcare: Applications and Implications

Serious Games for Healthcare: Applications and Implications
Author: Arnab, Sylvester
Publisher: IGI Global
Total Pages: 370
Release: 2012-07-31
Genre: Health & Fitness
ISBN: 146661904X

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With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

Making Games for Impact

Making Games for Impact
Author: Kurt Squire
Publisher: MIT Press
Total Pages: 253
Release: 2021-10-26
Genre: Education
ISBN: 026236249X

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Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.

Encyclopedia of International Games

Encyclopedia of International Games
Author: Daniel Bell
Publisher: McFarland
Total Pages: 612
Release: 2016-03-17
Genre: Sports & Recreation
ISBN: 1476615276

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The Olympic Games, revived in 1896, are the most well known international multisport gathering--but since 1896, hundreds of other competitions based on the Olympic Games model have been established whose histories have not been well documented. The Encyclopedia of International Games captures (in one alphabetical sequence) the histories of these games, many of them for the first time. The work includes major regional events such as the African, Asian, Arab, South Pacific, and Pan American Games; competitions such as the Indian Ocean Island Games, Arctic Winter Games, Island Games, and Games of the Small Countries of Europe; specific populations or professions such as the North American Indigenous Games, Maccabiah Games, World Military Games, World Police and Fire Games, and World Medical and Health Games; and Special Olympics, the Paralympics, games for the blind, and other regional games. Eight appendices, notes, bibliography, index.

Simulations in Medicine

Simulations in Medicine
Author: Irena Roterman-Konieczna
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 261
Release: 2020-04-20
Genre: Medical
ISBN: 3110676915

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Modern practical medicine requires high tech in diagnostics and therapy and in consequence in education. All disciplines use computers to handle large data bases allowing individual therapy, to interpret large data bases in form of neuronal signals, help visualization of organs during surgery. This book contains chapters on personalised therapy, advanced diagnostics in neurology, modern techniques like robotic surgery (da Vinci robots), 3D-printing and 3D-bioprinting, augmented reality applied in medical diagnostics and therapy. It is impossible without fast large scale data mining in both: clinical data interpretation as well as in hospital organization including hybrid surgery rooms and personal data flow. The book is based on a course for medical students organized in the editor's department. Every year, around 300 international undergraduate medical students take the course.

Medical Games

Medical Games
Author: Roxie Lauras
Publisher:
Total Pages: 56
Release: 2020-11-19
Genre:
ISBN:

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★★★Doctor Activity book★★★ Does your house have a little future doctor? Or maybe a preschool who is afraid of a doctor, injections? This book will be perfect for him! Interesting tasks will surely make a lot of fun. The book is suitable for children who already know the numbers. It's a great idea from Santa or Birthdays! About this book: 26 pages drawings with funny doctors Printed on high quality solid white paper. Marker Safe! Printed single sided to prevent bleed through Easily color with markers crayons, colored pencils or colored pens, Beautiful designs appropriate for all age

Medical Times

Medical Times
Author:
Publisher:
Total Pages: 736
Release: 1909
Genre: Medicine
ISBN:

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Medical Games

Medical Games
Author: Fati Ppt
Publisher:
Total Pages: 52
Release: 2021-02-23
Genre:
ISBN:

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The Medical games activity book will help children find out more about world of medicine, related professions and tools. These activities can also make clinic visits a bit more fun for kids. The product features cute funny animals, doctors, patients, speedy ambulance and lots of very important medical tools. Bring patient to the clinic, go through the hospital, treat patients, - all these activities are possible in Medical games pack.This activity book consists of the most interesting activity types for children: mazes, board game, searching games, matching and counting activities (including shadow match), cut and glue, crossword puzzle, wordsearch, difference searching. There are also black and white variants of some games, dot-to-dot and coloring activities. Enjoy it!