Skip to main content

Technologies of Inclusive Well-Being

Serious Games, Alternative Realities, and Play Therapy

  • Book
  • © 2014

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)

This is a preview of subscription content, log in via an institution to check access.

Access this book

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

Licence this eBook for your library

Institutional subscriptions

Table of contents (16 chapters)

  1. Technologies for Rehabilitation

  2. Technologies for Music Therapy and Expression

  3. Technologies for Well-Being

  4. Technologies for Education and Education for Rehabilitative Technologies

Keywords

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

Publish with us