For professionals and researchers in healthcare, as well as developers of game-based learning solutions, Arnab (Serious Games Institute, Coventry U., UK) et al. compile 14 chapters by healthcare professionals, psychologists, and game and technology researchers from the US, Australia, and Europe who discuss the use of serious games in the healthcare sector, and key trends, existing work, and successes and critiques. They review trends surrounding the application of virtual and games technologies in healthcare; current research, development, and deployment; the use of metaphor in transferring the health message; rehabilitation gaming; first-person environments; design attributes and approaches, including ethical considerations, customization, nutrition games, and active games; and examples for health professionals, parents, and the general public
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