This volume focuses on games to manage and facilitate
rehabilitation. It emphasizes user practice, attitudes, and
experience, and their changing place within developing
rehabilitation frameworks. It looks at how users have adopted,
integrated, and innovated with games to facilitate rehabilitation.
Topics include game technology, game design and accessibility,
web-based technologies vs pervasive and mobile technologies, social
and collaborative aspects, and rehabilitative outcome. Games for
rehabilitation are gaining interest from different communities such
as medicine, psychology, and rehabilitation. A distinction can be
made between games specifically made for rehabilitative purposes
and games made for the general public but that are used in
rehabilitation as well. Games have allowed the building of
new/complementary forms for rehabilitation and offered new options
to produce rehabilitative activities and experiences.
General
Imprint: |
Springer-Verlag New York
|
Country of origin: |
United States |
Series: |
Virtual Reality Technologies for Health and Clinical Applications |
Release date: |
September 2023 |
Editors: |
Eva Brooks
• David J. Brown
|
Dimensions: |
235 x 155mm (L x W) |
Pages: |
270 |
Edition: |
1st ed. 2023 |
ISBN-13: |
978-1-07-163369-4 |
Categories: |
Books
|
LSN: |
1-07-163369-4 |
Barcode: |
9781071633694 |
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