Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy

Author:   Anthony Lewis Brooks ,  Sheryl Brahnam ,  Lakhmi C. Jain
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Edition:   Softcover reprint of the original 1st ed. 2014
Volume:   536
ISBN:  

9783662509234


Pages:   360
Publication Date:   27 August 2016
Format:   Paperback
Availability:   In Print   Availability explained
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Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy


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Overview

This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.  

Full Product Details

Author:   Anthony Lewis Brooks ,  Sheryl Brahnam ,  Lakhmi C. Jain
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Imprint:   Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Edition:   Softcover reprint of the original 1st ed. 2014
Volume:   536
Dimensions:   Width: 15.50cm , Height: 2.00cm , Length: 23.50cm
Weight:   5.737kg
ISBN:  

9783662509234


ISBN 10:   3662509237
Pages:   360
Publication Date:   27 August 2016
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

Part 1: Technologies for Rehabilitation   .-   Part 2: Technologies for Music Therapy and Expression  .-   Part 3: Technologies for Well-Being   .-   Part 4: Technologies for Education & Education for Rehabilitative Technologies   .-   Part 5: Disruptive Innovation.

Reviews

From the book reviews: This book is a sophisticated study of how games, based on a trilogy of multi-disciplinary technologies, are used to benefit the 'well-being' of an extremely diverse population, including at-risk elderly, the disabled, autistic and other problematic children, surgical procedures education, and urban design and architecture projects. ... the concepts described can benefit anyone interested in how serious games may be used for learning and change, regardless of application. (Bernice Glenn, Computing Reviews, August, 2014) The content of this book lies at the intersection of three specialties: medicine, virtual world technology, and research. ... This book would be of interest to the general reader who wants to see how these emerging virtual world technologies are being employed in therapeutic applications. It would also be of interest to experts in these technologies who wish to move beyond entertainment, therapists who wish to explore uses of these new technologies ... . (J. M. Artz, Computing Reviews, May, 2014)


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