Contributors from psychology, education, medicine and other social sciences and humanities — as well as information and computer scientists holding down the technical end — explore how to incorporate digital games in adult education, specifically health education, counseling, and therapy. They consider single-player digital games, multi-user virtual environments, massive multi-player online games, and virtual worlds for adults. Their topics include balancing instruction and construction in virtual world learning, collaborative learning and game mastering in multi-player games, the quantitative analysis of voice and keyboard chat in a paper-presentation seminar in a virtual world, physical exercise software for elderly people based on motion tracking within the framework of ambient assisted living, and massively multi-player online role-playing games for health communication in Brazil.
– Annotation ©2013 Book News Inc. Portland, OR
While the focus is specifically on healthcare, therapy, and counseling, the concepts and techniques discussed within this text can be applied to education and other situations as well, offering a view of these technologies that is often not seen. A detailed table of contents, in conjunction with an index, enables the reader to find the section or chapter of most interest and value, while the compiled list of references enables further research on the topic in general. This book is of exceptional value to practicing counselors and therapists seeking ways to reach today’s generation as well as to reach previously noncommunicative or noncompliant patients.
– Sara Marcus, American Reference Books Annual