Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy Softcover reprint of the original 1st ed. 2014 Edition

Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy Softcover reprint of the original 1st ed. 2014 Edition book cover

Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy Softcover reprint of the original 1st ed. 2014 Edition

Author(s): Anthony Lewis Brooks (Editor), Sheryl Brahnam (Editor), Lakhmi C. Jain (Editor)

  • Publisher: Springer
  • Publication Date: August 27, 2016
  • Edition: Softcover reprint of the original 1st ed. 2014
  • Language: English
  • Print length: 379 pages
  • ISBN-10: 3662509237
  • ISBN-13: 9783662509234

Book Description

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.  

Editorial Reviews

Review

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)

From the Back Cover

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.

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