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Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation, Healthcare, and Inclusive Well-Being

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Encyclopedia of Computer Graphics and Games
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Synonyms

Biofeedback; Gamification; Gesture motion; Healthcare; Rehabilitation; SoundScapes; User interaction; Video games

Definitions

Biofeedback:

A sensing and response system that sources physiologic human data (typically using sensors on- or off-body) mapped to selectable content (typically digital) as feedback to self-inform participants of their input consciously, subconsciously, or subliminally. Often used in treatments to teach patients to modify specific physiologic functions.

Gamification:

Application of game elements within a typically nongame context. Contextually, in this case [re]habilitation, healthcare, and interactive performance art, targeting participant motivation, immersion/engagement, and playfully rewarding positive experiences offering inclusive well-being. (Regaining skills, abilities, or knowledge that may have been lost or compromised as well as helping disabled people attain, keep, or improve skills and functioning for daily living – in line with the...

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References

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Notes

The figures (5 – 14) are from the author’s own archive from employment. All efforts to get permission have not been responded upon and it is understood that the company was closed shortly following the author’s departure and copyright ownership is not listed for these images. Acknowledgement made in this chapter for the authors of the images created under the company Personics who do not name or credit authorship.

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Correspondence to Anthony L. Brooks .

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Brooks, A.L. (2018). Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation, Healthcare, and Inclusive Well-Being. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_256-1

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  • DOI: https://doi.org/10.1007/978-3-319-08234-9_256-1

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  • Print ISBN: 978-3-319-08234-9

  • Online ISBN: 978-3-319-08234-9

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