Overview
- Latest research on emerging intelligent paradigms in the field of Serious Games, Alternative Realities, and Play Therapy
- Introduces and describes the latest intelligent technologies offering therapy, rehabilitation, and more general well-being care
- Written by leading experts in the field
- Includes supplementary material: sn.pub/extras
Part of the book series: Studies in Computational Intelligence (SCI, volume 536)
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About this book
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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Keywords
Table of contents (16 chapters)
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Technologies for Rehabilitation
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Technologies for Music Therapy and Expression
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Technologies for Education and Education for Rehabilitative Technologies
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)Editors and Affiliations
Bibliographic Information
Book Title: Technologies of Inclusive Well-Being
Book Subtitle: Serious Games, Alternative Realities, and Play Therapy
Editors: Anthony Lewis Brooks, Sheryl Brahnam, Lakhmi C. Jain
Series Title: Studies in Computational Intelligence
DOI: https://doi.org/10.1007/978-3-642-45432-5
Publisher: Springer Berlin, Heidelberg
eBook Packages: Engineering, Engineering (R0)
Copyright Information: Springer-Verlag Berlin Heidelberg 2014
Hardcover ISBN: 978-3-642-45431-8Published: 12 February 2014
Softcover ISBN: 978-3-662-50923-4Published: 27 August 2016
eBook ISBN: 978-3-642-45432-5Published: 28 January 2014
Series ISSN: 1860-949X
Series E-ISSN: 1860-9503
Edition Number: 1
Number of Pages: XIX, 360
Number of Illustrations: 19 b/w illustrations, 54 illustrations in colour
Topics: Computational Intelligence, Artificial Intelligence, Biomedical Engineering and Bioengineering