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This book emerged out of research done during the period between
2004 and 2016 on the topic of mobile and wearable computing. It did
not solely focus on technical solutions and the search for a
general approach but also on the question how people can live with
this technology. Thus social and organizational aspects were also
part of the research. The findings demonstrate the opportunities of
serious games and reveal the need of clinical studies when
targeting at solutions that are to become part of any kind of
therapy. The result is a comprehensive presentation of research
findings covering different important aspects in the domain of
wearable and pervasive computing for a better life.
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