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Virtual Reality Games for Rehabilitation -

Virtual Reality Games for Rehabilitation (eBook)

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2023 | 1st ed. 2023
XII, 270 Seiten
Springer New York (Verlag)
978-1-0716-3371-7 (ISBN)
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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.

Eva Brooks, Ph.D., is Professor of IT-based Design, Learning and Innovation, and Director of the research laboratory Xlab - Design, Learning, Innovation at Aalborg University, Denmark and Visiting Professor at Halmstad University, Sweden. She is founder and steering co-chair of the EAI International Conference of Design, Learning & Innovation. Her research has a participatory design focus on social interaction and the use of digital technologies including their implications on play and learning in different learning practices. She has been leading several national and international projects in the area of her research interest. Currently, she is leading a Nordic project on Computational Play in Early Childhood Education.

David Brown, Ph.D., is Professor of Interactive Systems for Social Inclusion at Nottingham Trent University and Director of the Computing and Informatics Research Centre and Research Group Leader for Interactive Systems. He is EU Project Coordinator for several projects concerning accessible game-based learning and multimodal adaptive learning systems for the education and rehabilitation of people with disabilities. Dr. Brown is a member of the International Steering Committee of the International Conference of Disability, Virtual Reality and Associated Technology (ICDVRAT) and Associate Editor for Frontiers: Virtual Reality in Medicine. 


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.
Erscheint lt. Verlag 12.9.2023
Reihe/Serie Virtual Reality Technologies for Health and Clinical Applications
Virtual Reality Technologies for Health and Clinical Applications
Zusatzinfo XII, 270 p. 66 illus., 46 illus. in color.
Sprache englisch
Themenwelt Geisteswissenschaften Psychologie
Mathematik / Informatik Informatik
Medizin / Pharmazie Allgemeines / Lexika
Medizin / Pharmazie Gesundheitsfachberufe
Medizin / Pharmazie Physiotherapie / Ergotherapie Rehabilitation
Sozialwissenschaften Soziologie Empirische Sozialforschung
Schlagworte Motor rehabilitation • neural repair • neurocognitive rehabilitation • User-sensitive design • VR games for rehabilitation • VR game technology
ISBN-10 1-0716-3371-6 / 1071633716
ISBN-13 978-1-0716-3371-7 / 9781071633717
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