Technologies of inclusive well-being at the intersection of serious games, alternative realities, and play therapy

Anthony Brooks, Sheryl Brahnam, Lakhmi JAIN

Research output: A Conference proceeding or a Chapter in BookChapter

2 Citations (Scopus)

Abstract

This chapter introduces the intersection between serious games, alternative realities, and play therapy as it promotes well-being. A summary of the chapters included in this book is also presented.

Original languageEnglish
Title of host publicationTechnologies of Inclusive Well-Being
Subtitle of host publicationSerious Games, Alternative Realities, and Play Therapy
EditorsAnthony Lewis Brooks, Sheryl Brahnam Brahnam, Lakhmi C. Jain
Place of PublicationHeidelberg
PublisherSpringer
Pages1-10
Number of pages10
Volume536
Edition1
ISBN (Electronic)9783642454325
ISBN (Print)9783642454318
DOIs
Publication statusPublished - 2014

Publication series

NameStudies in Computational Intelligence
Volume536
ISSN (Print)1860-949X

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  • Cite this

    Brooks, A., Brahnam, S., & JAIN, L. (2014). Technologies of inclusive well-being at the intersection of serious games, alternative realities, and play therapy. In A. L. Brooks, S. B. Brahnam, & L. C. Jain (Eds.), Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy (1 ed., Vol. 536, pp. 1-10). (Studies in Computational Intelligence; Vol. 536). Springer. https://doi.org/10.1007/978-3-642-45432-5_1