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© 2014

Technologies of Inclusive Well-Being

Serious Games, Alternative Realities, and Play Therapy

  • Anthony Lewis Brooks
  • Sheryl Brahnam
  • Lakhmi C. Jain

Benefits

  • 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

Book

Part of the Studies in Computational Intelligence book series (SCI, volume 536)

Table of contents

  1. Front Matter
    Pages i-xix
  2. Technologies for Rehabilitation

    1. Front Matter
      Pages 11-11
    2. Antoni Jaume-i-Capó, Biel Moyà-Alcover, Javier Varona
      Pages 13-24
    3. Kristoffer Jensen, Andrea Valente
      Pages 25-38
    4. Ioannis Tarnanas, Apostolos Tsolakis, Magda Tsolaki
      Pages 39-74
    5. Inge Linda Wilms
      Pages 75-93
    6. Mark Palmer, Ailie Turton, Sharon Grieve, Tim Moss, Jenny Lewis
      Pages 95-120
    7. 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. Rolf Gehlhaar, Paulo Maria Rodrigues, Luis Miguel Girão, Rui Penha
      Pages 167-196
    3. Ben Challis
      Pages 197-218
  4. Technologies for Well-Being

    1. Front Matter
      Pages 219-219
    2. Luca Argenton, Stefano Triberti, Silvia Serino, Marisa Muzio, Giuseppe Riva
      Pages 221-244
    3. 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. Bill Kapralos, Fuad Moussa, Adam Dubrowski
      Pages 289-306

About this book

Introduction

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.  

Keywords

Alternative Realities Artificial Intelligence Computational Intelligence Intelligent Paradigms Play Therapy Serious Games

Editors and affiliations

  • Anthony Lewis Brooks
    • 1
  • Sheryl Brahnam
    • 2
  • Lakhmi C. Jain
    • 3
  1. 1.Department of Architecture, Design and Media TechnologyAalborg UniversityEsbjergDenmark
  2. 2.Computer Information SystemsMissouri State UniversitySpringfieldUSA
  3. 3.Faculty of Education, Science, Technology & MathematicsUniversity of CanberraCanberraAustralia

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 Abbreviated Title Studies Comp.Intelligence
  • DOI https://doi.org/10.1007/978-3-642-45432-5
  • Copyright Information Springer-Verlag Berlin Heidelberg 2014
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Engineering Engineering (R0)
  • Hardcover ISBN 978-3-642-45431-8
  • Softcover ISBN 978-3-662-50923-4
  • eBook ISBN 978-3-642-45432-5
  • 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 this book on publisher's site
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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)