Fr. 135.00

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

English · Hardback

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Description

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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.

List of contents

Part 1: Technologies for Rehabilitation

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Part 2: Technologies for Music Therapy and Expression
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Part 3: Technologies for Well-Being

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Part 4: Technologies for Education & Education for Rehabilitative Technologies

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Part 5: Disruptive Innovation.

Summary

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.  

Additional text

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)

Report

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)

Product details

Assisted by Shery Brahnam (Editor), Sheryl Brahnam (Editor), Anthony L. Brooks (Editor), Anthony Lewis Brooks (Editor), Tony Brooks (Editor), Lakhmi C Jain (Editor), Lakhmi C. Jain (Editor)
Publisher Springer, Berlin
 
Languages English
Product format Hardback
Released 02.12.2013
 
EAN 9783642454318
ISBN 978-3-642-45431-8
No. of pages 360
Dimensions 162 mm x 26 mm x 243 mm
Weight 702 g
Illustrations XIX, 360 p. 73 illus., 54 illus. in color.
Series Studies in Computational Intelligence
Studies in Computational Intelligence
Subjects Natural sciences, medicine, IT, technology > Technology > General, dictionaries

B, Artificial Intelligence, Biomedizinische Technik, engineering, Serious Games, Computational Intelligence, Biomedical Engineering and Bioengineering, Biomedical engineering

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