Subconscious Learning via Games and Social Media

within healthcare and education to address the interests of both research and industry around the status of current and future developments. Disruptive technologies that have a high impact on business and society especially affect healthcare and education. In addition, the pace of development in these areas is increasing exponentially, driven largely by gamification and social media. It is for these reasons that, in the areas of patient engagement and public expectations, healthcare providers are looking to these applications for solutions to health-related problems. The new publication “Subconscious Learning via Games and Social Media” published by Springer aims to give an insight into these developments through the words of acknowledged international experts from both commercial and non-commercial sectors. The book shares the opinions of experts covering various aspects of healthcare, and its broad scope covers both general population and specific medical domains [1,2]. For the education sector, consumer technologies, such as mobile phones and tablets, have had a major impact on learning for both adults and children. The potential of immersive technologies and serious games to engage and motivate within learning environments is increasingly widely accepted. This book seeks to explain the importance of understanding how to design serious games that can create long-term and lasting effects in both learning progress and the development of behavioral change [3]. This book also explains the best practice guidelines for the application of serious games to both adults and children. Among the chapters of this book, this review will focus on the chapter of “The Future of Immersive Technologies and Serious Games”, written by David Wortley, who is one of the editors of this book and Founder & CEO of Gamification and Enabling Technologies Strategic Solutions (GAETSS), UK. Subconscious Learning via Games and Social Media