While work in interaction design, human-computer interaction (HCI) and the games literature begins to address experience beyond positive, it just scratches the surface. By turning to drama, literature, music, art and film that has shaped experiences and emotion beyond the positive and fun for many years, we describe what experience beyond positive looks like, show how it is not always "uncomfortable" and argue for the more appropriate term "serious experience". We discuss the importance of the take-away message / serious experience in persuasive technology, persuasive games and serious games to linger or resonate post-encounter for user/players to encourage reflection, affect attitudes and change behaviors in order to fulfill a persuasive p...
Meaningfulness is a media gratification distinct from enjoyment characterized by feelings of insight...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
While work in interaction design, human-computer interaction (HCI) and the games literature begins t...
This paper discusses the conceptual, practical and ethical considerations towards the development of...
This paper discusses the conceptual, practical and ethical considera- tions towards the development ...
Games are normally considered to be 'fun', though recently there is growing interest in how gameplay...
Games are normally considered to be “fun”, though recently there is growing interest in how gameplay...
Videogames' increasing cultural relevance and suffusion into everyday use contexts suggests they can...
Persuasive games promote attitude and behavior change, of which reflection is an important precursor...
The potential of serious games to promote effective learning has been establishedin the literature. ...
This paper places video games within the area of what I call “designed experiences”. Designed experi...
Serious Games represent a global revolution that promises to develop intuitive, affordable, accessib...
This paper is a continuation of the theme discussed in the paper “The meaning and the value as trigg...
Reflection is an important precursor to attitude and behavior change, but existing advice on designi...
Meaningfulness is a media gratification distinct from enjoyment characterized by feelings of insight...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
While work in interaction design, human-computer interaction (HCI) and the games literature begins t...
This paper discusses the conceptual, practical and ethical considerations towards the development of...
This paper discusses the conceptual, practical and ethical considera- tions towards the development ...
Games are normally considered to be 'fun', though recently there is growing interest in how gameplay...
Games are normally considered to be “fun”, though recently there is growing interest in how gameplay...
Videogames' increasing cultural relevance and suffusion into everyday use contexts suggests they can...
Persuasive games promote attitude and behavior change, of which reflection is an important precursor...
The potential of serious games to promote effective learning has been establishedin the literature. ...
This paper places video games within the area of what I call “designed experiences”. Designed experi...
Serious Games represent a global revolution that promises to develop intuitive, affordable, accessib...
This paper is a continuation of the theme discussed in the paper “The meaning and the value as trigg...
Reflection is an important precursor to attitude and behavior change, but existing advice on designi...
Meaningfulness is a media gratification distinct from enjoyment characterized by feelings of insight...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...