This book emerged out of research done during the period between 2004
and 2016 on the topic of mobile and wearable computing. It did not
solely focus on technical solutions and the search for a general
approach but also on the question how people can live with this
technology. Thus social and organizational aspects were also part of the
research. The findings demonstrate the opportunities of serious games
and reveal the need of clinical studies when targeting at solutions that
are to become part of any kind of therapy. The result is a comprehensive
presentation of research findings covering different important aspects
in the domain of wearable and pervasive computing for a better life.