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Brazilian Occupational Therapy Perspective about Digital Games as an Inclusive Resource to Disabled People in Schools

Brazilian Occupational Therapy Perspective about Digital Games as an Inclusive Resource to Disabled People in Schools
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Author(s): Suzana Rocha Siqueira (Special Needs Healthcare Institution (FAENOL) of Nova Lima City, Brazil), Eliane Cristina de Freitas Rocha (Pontifícia Universidade Católica de Minas Gerais, Brazil)and Marcelo Souza Nery (Pontifícia Universidade Católica de Minas Gerais, Brazil)
Copyright: 2013
Pages: 20
Source title: User-Driven Healthcare: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-4666-2770-3.ch046

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Abstract

This chapter aims at contributing to serious games studies taking into consideration two aspects: “as a tool of social change” and as “applications of serious games: in health care and e-health, education, and other fields.” There have been many studies and applications of serious games in the fields of education and health; however, there is still a lack of studies on social inclusion. It is said, based on a wide review of the literature on the subject, that games can help the construction of the inclusive school, showing new applications for serious games. New guidelines for serious game applications are presented, as well as a new interface between the development of serious games and Occupational Therapy; the latter is the area of health specialised in the knowledge of human activities for clinical intervention.

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