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This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.
Table of Contents
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.