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Part of the book series: Gaming Media and Social Effects ((GMSE))

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Abstract

This chapter introduces the motivation and background of developing VR and serious games technology for special needs education. This book is a collection of projects developed in Nanyang Technological University in collaboration with special needs schools in Singapore.

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References

  1. Cai, Y., Lu, B.F., Fan, Z.W., Chan, C.W., Lim, K.T., Qi, L., Li, L.: Protein immersive games and computer music. Leonardo 39(2), 135–138 (2006). https://doi.org/10.1162/leon.2006.39.2.135

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  3. Lu, A., Chan, S., Cai, Y., Huang, L., Nay, Z.T., Goei, S.L.: Learning through VR gaming with virtual pink dolphins for children with ASD. Intera. Learn. Environ. 26(6), 718–729 (2017). https://doi.org/10.1080/10494820.2017.1399149

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Acknowledgements

This book will not be possible without the supports from Nanyang Technological University, AWWA School, METTA School, Suzhou Industrial Park Renai School, Singapore Millennium Foundation, Institute for Media Innovation, Institute for Mental Health and many individuals who render their help one way or another.

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Correspondence to Yiyu Cai .

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Cai, Y., Chen, J. (2021). Introduction. In: Cai, Y., Cao, Q. (eds) When VR Serious Games Meet Special Needs Education. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-33-6942-9_1

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