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"This book is a sophisticated study of how games, based on a trilogy of multi-disciplinary technologies, are used to benefit the 'well-being' of an extremely diverse population, including at-risk elderly, the disabled, autistic and other problematic children, surgical procedures education, and urban design and architecture projects. ... the concepts described can benefit anyone interested in how serious games may be used for learning and change, regardless of application." (Bernice Glenn, Computing Reviews, August, 2014)
"The content of this book lies at the intersection of three specialties: medicine, virtual world technology, and research. ... This book would be of interest to the general reader who wants to see how these emerging virtual world technologies are being employed in therapeutic applications. It would also be of interest to experts in these technologies who wish to move beyond entertainment, therapists who wish to explore uses ofthese new technologies ... ." (J. M. Artz, Computing Reviews, May, 2014)