Studies in Computational Intelligence

Technologies of Inclusive Well-Being

Serious Games, Alternative Realities, and Play Therapy

Editors: Brooks, Anthony Lewis, Brahnam, Sheryl, Jain, Lakhmi C. (Eds.)

  • 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
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Buy this book

eBook $99.00
price for USA (gross)
  • ISBN 978-3-642-45432-5
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $179.99
price for USA
  • ISBN 978-3-642-45431-8
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $129.99
price for USA
  • Customers within the U.S. and Canada please contact Customer Service at 1-800-777-4643, Latin America please contact us at +1-212-460-1500 (Weekdays 8:30am – 5:30pm ET) to place your order.
  • Due: October 14, 2016
  • ISBN 978-3-662-50923-4
  • Free shipping for individuals worldwide
Rent the eBook  
  • Rental duration: 1 or 6 month
  • low-cost access
  • online reader with highlighting and note-making option
  • can be used across all devices
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)

Table of contents (3 chapters)

  • Development of a Memory Training Game

    Kristoffer Jensen, Andrea Valente

    Pages

  • An Overview of Virtual Simulation and Serious Gaming for Surgical Education and Training

    Bill Kapralos, Fuad Moussa, Adam Dubrowski

    Pages

  • Assessing Virtual Reality Environments as Cognitive Stimulation Method for Patients with MCI

    Ioannis Tarnanas, Apostolos Tsolakis, Magda Tsolaki

    Pages

Buy this book

eBook $99.00
price for USA (gross)
  • ISBN 978-3-642-45432-5
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $179.99
price for USA
  • ISBN 978-3-642-45431-8
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $129.99
price for USA
  • Customers within the U.S. and Canada please contact Customer Service at 1-800-777-4643, Latin America please contact us at +1-212-460-1500 (Weekdays 8:30am – 5:30pm ET) to place your order.
  • Due: October 14, 2016
  • ISBN 978-3-662-50923-4
  • Free shipping for individuals worldwide
Rent the eBook  
  • Rental duration: 1 or 6 month
  • low-cost access
  • online reader with highlighting and note-making option
  • can be used across all devices
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Bibliographic Information

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
Series Volume
536
Copyright
2014
Publisher
Springer-Verlag Berlin Heidelberg
Copyright Holder
Springer-Verlag Berlin Heidelberg
eBook ISBN
978-3-642-45432-5
DOI
10.1007/978-3-642-45432-5
Hardcover ISBN
978-3-642-45431-8
Softcover ISBN
978-3-662-50923-4
Series ISSN
1860-949X
Edition Number
1
Number of Pages
XIX, 360
Number of Illustrations and Tables
19 b/w illustrations, 54 illustrations in colour
Topics