
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.
Inhaltsverzeichnis
Part 1: Technologies for Rehabilitation
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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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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)
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