Skip to main content

Future Trends of Virtual, Augmented Reality, and Games for Health

  • Chapter
  • First Online:
Virtual, Augmented Reality and Serious Games for Healthcare 1

Part of the book series: Intelligent Systems Reference Library ((ISRL,volume 68))

Abstract

Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare.

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

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 219.99
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

Purchases are for personal use only

Institutional subscriptions

References

  1. Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., Ivkovic, M.: Augmented reality technologies, systems and applications. Multimedia Tools Appl. 51(1), 341–377 (2011)

    Article  Google Scholar 

  2. Annetta, L.A., Folta, E., Klesath, M.: V-Learning: Distance Education in the 21st Century Through 3D Virtual Learning Environments. Springer, New York (2010)

    Book  Google Scholar 

  3. Ma, M., Oikonomou, A., Jain, L. (eds.): Serious Games and Edutainment Applications, p. 504. Springer, UK. ISBN 978-1-4471-2160-2 (2011)

    Google Scholar 

  4. Kamphuis, C., Barsom, E., Schijven, M., Christoph, N.: Augmented Reality in Medical Education? Perspectives on Medical Education (2014)

    Google Scholar 

  5. Peterson, D., Robertson, C.: Utilizing virtual reality in teaching and training: progress toward virtual surgical simulations. INTED 2013 Proceedings, pp. 3285–3291 (2013)

    Google Scholar 

  6. Garcia-Ruiz, M.A., Tashiro, J., Kapralos, B., Martin, M.: Crouching Tangents, Hidden Danger: Assessing Development of Dangerous Misconceptions within Serious Games for Healthcare Education. Gaming and Simulations: Concepts, Methodologies, Tools and Applications. Information Resources Management Association, USA, pp. 1712–1749 (2011)

    Google Scholar 

  7. Arnab, S., Dunwell, I., Debattista, K.: Serious Games for Healthcare: Applications and Implications. IGI Global, Hershey (2013)

    Google Scholar 

  8. Ershow, A.G., Peterson, C.M., Riley, W.T., Rizzo, A., Wansink, B.: Virtual reality technologies for research and education in obesity and diabetes: research needs and opportunities. J. Diab. Sci. Technol. 5(2), 212–224 (2011)

    Article  Google Scholar 

  9. Roy, A.K., Soni, Y., Dubey, S.: Enhancing effectiveness of motor rehabilitation using kinect motion sensing technology. In: Global Humanitarian Technology Conference: South Asia Satellite (GHTC-SAS). IEEE, 23–24 Aug 2013, pp. 298–304 (2013)

    Google Scholar 

  10. Kankaanranta, M., Neittaanmaki, P.: Design and Use of Serious Games (International Series on Intelligent Systems Control and Automation Science and Engineering). Springer, New York (2010)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Minhua Ma .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Ma, M., Jain, L.C., Anderson, P. (2014). Future Trends of Virtual, Augmented Reality, and Games for Health. In: Ma, M., Jain, L., Anderson, P. (eds) Virtual, Augmented Reality and Serious Games for Healthcare 1. Intelligent Systems Reference Library, vol 68. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-54816-1_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-54816-1_1

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-54815-4

  • Online ISBN: 978-3-642-54816-1

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics