Serious Games in Physical Rehabilitation From Theory to Practice

Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can

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Bruno Bonnechère

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Serious Games in Physical Rehabilitation

Bruno Bonnechère

Serious Games in Physical Rehabilitation From Theory to Practice

Bruno Bonnechère Laboratory of Anatomy Biomechanics and Organogenesis Université Libre de Bruxelles Brussels, Belgium Department of Electronic and Informatics - ETRO

Vrije Universiteit Brussel, Brussels, Belgium imec Leuven, Belgium

ISBN 978-3-319-66121-6    ISBN 978-3-319-66122-3 (eBook) https://doi.org/10.1007/978-3-319-66122-3 Library of Congress Control Number: 2017956924 © Springer International Publishing AG 2018 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland

Preface

At first sight, for an uninformed reader, the title of this book must seem a bit unusual. Actually, there may be a double astonishment. The first one is this term serious attached to game: how can games be serious since they are associated, for most people, with pleasure and fun? This first point is nevertheless not too difficult to clarify since lots of games are serious (e.g., chess, Go) and/or used to develop skills (e.g., management, reflection). Actually, the title of this book should have been the use of serious video games in physical rehabilitation. Indeed, in the last sixty years, video games have been developed and are becoming every day more and more popular within the population. While traditional games are accepted by most people and recognized as beneficial the use of video games is more problematic. The most frequent criticisms about video games are that they would be responsible for an increase in violence, decrease in social contacts, and would turn the players more sedentary. This leads to the second c