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.