
Games
Description
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But aren't games supposed to whisk us away to a magical world of fun and fantasy and distract us from reality? Why would we want to confront life's challenges or hardships, for example, terminal illness, when playing a game?
Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves. From the experimental and the accessible to virtual reality and interactive fiction, and even providing a DIY guide for creating your own digital games, Danilovic draws on the untapped resources this emerging art form has to offer for exploring health and healthcare experiences more fully and inclusively.
Bridging the virtual world of gaming with our physical reality, Danilovic delivers a new paradigm for thinking about games as a dynamic art technology that can transform how we understand, represent, practice, and support our health and well-being, making this a must-read for healthcare practitioners, family carers, and researchers in health humanities, as well as the curious amateur gamer.
Reviews / Votes
By mindfully playing with games, Sandra Danilovic disrupts the way we think of games and play: opening a new generous space of the imagination to grapple with the complex issues of illness, disability, health disparity, and care. This book offers a rich, compassionate resource for anyone struggling with the human realities of health in our society. -- Jutta Treviranus, Director, Inclusive Design Research Centre (IDRC), Professor, Faculty of Design, OCAD University, Canada Sandra Danilovic is the rarest of combinations: a scientist and a magician - with a munificent heart. In this essentially important book, she shows us how digital games can extend to realms of art, healing, and the deepest levels of human experiences. This book is literally a game changer. -- Laura Arpiainen, Professor, Health and Wellbeing Architecture, Aalto University, FinlandMore details
Other editions
Additional editions

Person
Content
Chapter 2. Games in Medicine
Chapter 3. Games for Creative Mental Health
Chapter 4. Empathy Games
Chapter 5. Community Care Games
Chapter 6. Accessible Games
Chapter 7. Making Games for Creative Health: A DIY Guide
Conclusion
System requirements
File format: PDF
Copy-Protection: Adobe-DRM (Digital Rights Management)
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