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  • Book
  • © 2014

Technologies of Inclusive Well-Being

Serious Games, Alternative Realities, and Play Therapy

  • 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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Table of contents (16 chapters)

  1. Front Matter

    Pages i-xix
  2. Technologies for Rehabilitation

    1. Front Matter

      Pages 11-11
    2. Design Issues for Vision-Based Motor-Rehabilitation Serious Games

      • Antoni Jaume-i-Capó, Biel Moyà-Alcover, Javier Varona
      Pages 13-24
    3. Development of a Memory Training Game

      • Kristoffer Jensen, Andrea Valente
      Pages 25-38
    4. Assessing Virtual Reality Environments as Cognitive Stimulation Method for Patients with MCI

      • Ioannis Tarnanas, Apostolos Tsolakis, Magda Tsolaki
      Pages 39-74
    5. Adaptive Cognitive Rehabilitation

      • Inge Linda Wilms
      Pages 75-93
    6. A Body of Evidence: Avatars and the Generative Nature of Bodily Perception

      • Mark Palmer, Ailie Turton, Sharon Grieve, Tim Moss, Jenny Lewis
      Pages 95-120
    7. Engaging Children in Play Therapy: The Coupling of Virtual Reality Games with Social Robotics

      • Sergio García-Vergara, LaVonda Brown, Hae Won Park, Ayanna M. Howard
      Pages 139-163
  3. Technologies for Music Therapy and Expression

    1. Front Matter

      Pages 165-165
    2. Instruments for Everyone: Designing New Means of Musical Expression for Disabled Creators

      • Rolf Gehlhaar, Paulo Maria Rodrigues, Luis Miguel Girão, Rui Penha
      Pages 167-196
    3. Designing for Musical Play

      • Ben Challis
      Pages 197-218
  4. Technologies for Well-Being

    1. Front Matter

      Pages 219-219
    2. Serious Games as Positive Technologies for Individual and Group Flourishing

      • Luca Argenton, Stefano Triberti, Silvia Serino, Marisa Muzio, Giuseppe Riva
      Pages 221-244
    3. Spontaneous Interventions for Health: How Digital Games May Supplement Urban Design Projects

      • Martin Knöll, Magnus Moar, Stephen Boyd Davis, Mike Saunders
      Pages 245-259
  5. Technologies for Education and Education for Rehabilitative Technologies

    1. Front Matter

      Pages 287-287
    2. An Overview of Virtual Simulation and Serious Gaming for Surgical Education and Training

      • Bill Kapralos, Fuad Moussa, Adam Dubrowski
      Pages 289-306

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.  

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

  • Department of Architecture, Design and Media Technology, Aalborg University, Esbjerg, Denmark

    Anthony Lewis Brooks

  • Computer Information Systems, Missouri State University, Springfield, USA

    Sheryl Brahnam

  • Faculty of Education, Science, Technology & Mathematics, University of Canberra, Canberra, Australia

    Lakhmi C. Jain

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

Buy it now

Buying options

eBook USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access