© Owners/Authors, 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY '17 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer- Human Interaction in Play. DOI: https://doi.org/10.1145/3130859.3131442Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational games) or gameful applications for improving wellbeing or flourishing – the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-da...
Given the increasing popularity of videogames, understanding when, how and for whom they have a posi...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
<p>Positive activity interventions (PAIs) have been developed to enhance subjective well-being. Seve...
Gamification and games have been used and studied in a variety of applications related with health a...
Gamification[5]and games have been used and studied in a variety of applications related to health a...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily acti...
By fostering continuous learning experiences blended with entertaining affordances, serious games ha...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
Tolks D, Sailer M, Dadaczynski K, et al. ONYA—The Wellbeing Game: How to Use Gamification to Promote...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
Studies dedicated to understanding the relationship between gaming and mental health, have tradition...
Most of the time games make us happy, but sometimes they are frustrating or make us feel sad. They a...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Ke...
Given the increasing popularity of videogames, understanding when, how and for whom they have a posi...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
<p>Positive activity interventions (PAIs) have been developed to enhance subjective well-being. Seve...
Gamification and games have been used and studied in a variety of applications related with health a...
Gamification[5]and games have been used and studied in a variety of applications related to health a...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily acti...
By fostering continuous learning experiences blended with entertaining affordances, serious games ha...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
Tolks D, Sailer M, Dadaczynski K, et al. ONYA—The Wellbeing Game: How to Use Gamification to Promote...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
Studies dedicated to understanding the relationship between gaming and mental health, have tradition...
Most of the time games make us happy, but sometimes they are frustrating or make us feel sad. They a...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Ke...
Given the increasing popularity of videogames, understanding when, how and for whom they have a posi...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
<p>Positive activity interventions (PAIs) have been developed to enhance subjective well-being. Seve...