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

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. DOI: 10.4018/978-1-4666-2770-3.ch046

[1]  Tracy Fullerton,et al.  Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition , 2014 .

[2]  Patrizia Marti,et al.  Creative interactive play for disabled children , 2009, IDC.

[3]  D. Kellegrew,et al.  Occupational therapy in full-inclusion classrooms: a case study from the Moorpark model. , 1996, The American journal of occupational therapy : official publication of the American Occupational Therapy Association.

[4]  Mark W. Baldwin,et al.  Putting Social Psychology into Serious Games , 2009 .

[5]  Elizabeth M. Borycki,et al.  Human, Social, and Organizational Aspects of Health Information Systems , 2008 .

[6]  Luca Chittaro,et al.  Using a Task Modeling Formalism in the Design of Serious Games for Emergency Medical Procedures , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.

[7]  Liat Raz,et al.  The Use of Video Capture Virtual Reality in Burn Rehabilitation: The Possibilities , 2006, Journal of burn care & research : official publication of the American Burn Association.

[8]  Michael Zyda,et al.  From visual simulation to virtual reality to games , 2005, Computer.

[9]  Klaus P. Jantke Toward a taxonomy of game based learning , 2010, 2010 IEEE International Conference on Progress in Informatics and Computing.

[10]  B. Collopy,et al.  Introducing Health System Change Strategies to Policy Makers: Some Australian Experiences , 2014 .

[11]  Daniel Dias,et al.  Fostering Agriculture Environmental Awareness , 2010, 2010 Second International Conference on Games and Virtual Worlds for Serious Applications.

[12]  Mark Griffiths,et al.  The Therapeutic Use of Videogames in Childhood and Adolescence , 2003 .

[13]  Teófilo Alves,et al.  Tecnologia Assistiva para uma Escola Inclusiva: Apropriação, Demandas e Perspectivas , 2009 .

[14]  Aleks Krotoski,et al.  Serious fun with computer games , 2010, Nature.

[15]  Stefan Müller,et al.  Bridging the Gap Between Didactical Requirements and Technological Challenges in Serious Game Design , 2010, 2010 International Conference on Cyberworlds.

[16]  Lau Bee Theng,et al.  An Android Mobile-Based Environmental Health Information Source for Malaysian Context , 2014 .

[17]  Ben Sawyer From Cells to Cell Processors: The Integration of Health and Video Games , 2008, IEEE Computer Graphics and Applications.