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.
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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