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Technologies of Inclusive Well-Being

Serious Games, Alternative Realities, and Play Therapy - Previously published in hardcover
BuchKartoniert, Paperback
360 Seiten
Englisch
Springererschienen am27.08.2016Softcover reprint of the original 1st ed. 2014
This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy.mehr
Verfügbare Formate
BuchKartoniert, Paperback
EUR106,99
BuchGebunden
EUR106,99

Produkt

KlappentextThis book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy.
ZusammenfassungThis book details serious games, alternative realities and play therapy. It focuses on the use of digital media for the therapeutic benefit and well-being of a wide range of people, from those with special needs to the elderly to entire urban neighborhoods.
Details
ISBN/GTIN978-3-662-50923-4
ProduktartBuch
EinbandartKartoniert, Paperback
Verlag
Erscheinungsjahr2016
Erscheinungsdatum27.08.2016
AuflageSoftcover reprint of the original 1st ed. 2014
Seiten360 Seiten
SpracheEnglisch
Gewicht575 g
IllustrationenXIX, 360 p. 73 illus., 54 illus. in color.
Artikel-Nr.15676658

Inhalt/Kritik

Inhaltsverzeichnis
Part 1: Technologies for Rehabilitation .- Part 2: Technologies for Music Therapy and Expression .- Part 3: Technologies for Well-Being .- Part 4: Technologies for Education & Education for Rehabilitative Technologies .- Part 5: Disruptive Innovation.mehr
Kritik
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)
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