Technologies of Inclusive Well-Being

Serious Games, Alternative Realities, and Play Therapy

Editors:

ISBN: 978-3-642-45431-8 (Print) 978-3-642-45432-5 (Online)

Table of contents (16 chapters)

  1. Front Matter

    Pages i-xix

  2. No Access

    Chapter

    Pages 1-10

    Technologies of Inclusive Well-Being at the Intersection of Serious Games, Alternative Realities, and Play Therapy

  3. Technologies for Rehabilitation

    1. Front Matter

      Pages 11-11

    2. No Access

      Chapter

      Pages 13-24

      Design Issues for Vision-Based Motor-Rehabilitation Serious Games

    3. No Access

      Chapter

      Pages 25-38

      Development of a Memory Training Game

    4. No Access

      Chapter

      Pages 39-74

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

    5. No Access

      Chapter

      Pages 75-93

      Adaptive Cognitive Rehabilitation

    6. No Access

      Chapter

      Pages 95-120

      A Body of Evidence: Avatars and the Generative Nature of Bodily Perception

    7. No Access

      Chapter

      Pages 121-137

      Virtual Teacher and Classroom for Assessment of Neurodevelopmental Disorders

    8. No Access

      Chapter

      Pages 139-163

      Engaging Children in Play Therapy: The Coupling of Virtual Reality Games with Social Robotics

  4. Technologies for Music Therapy and Expression

    1. Front Matter

      Pages 165-165

    2. No Access

      Chapter

      Pages 167-196

      Instruments for Everyone: Designing New Means of Musical Expression for Disabled Creators

    3. No Access

      Chapter

      Pages 197-218

      Designing for Musical Play

  5. Technologies for Well-Being

    1. Front Matter

      Pages 219-219

    2. No Access

      Chapter

      Pages 221-244

      Serious Games as Positive Technologies for Individual and Group Flourishing

    3. No Access

      Chapter

      Pages 245-259

      Spontaneous Interventions for Health: How Digital Games May Supplement Urban Design Projects

    4. No Access

      Chapter

      Pages 261-285

      Using Virtual Environments to Test the Effects of Lifelike Architecture on People

  6. Technologies for Education and Education for Rehabilitative Technologies

    1. Front Matter

      Pages 287-287

    2. No Access

      Chapter

      Pages 289-306

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

    3. No Access

      Chapter

      Pages 307-319

      The Ongoing Development of a Multimedia Educational Gaming Module

  7. Disruptive Innovation

    1. Front Matter

      Pages 321-321

    2. No Access

      Chapter

      Pages 323-351

      Disruptive Innovation in Healthcare and Rehabilitation

  8. Back Matter

    Pages 353-360