Gamification[5]and games have been used and studied in a variety of applications related to health and wellbeing [6,7,13]. Nevertheless, their application in the domains of wellbeing and flourishing[8,14](the pursuit of a happy and meaningful life rather than the simple in existence of illness) remain considerably less studied than other more common application areas, such as physical health or fitness. Therefore, this Workshop[15] aimed to provoke research and discussion by bringing together a community of interested researchers to discuss theoretical and practical considerations and promote the development of research projects focused on “Positive Gaming”as a technique for realizing the Positive Computing[2] objective of using technology ...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...
Gamification and games have been used and studied in a variety of applications related with health a...
Tolks D, Sailer M, Dadaczynski K, et al. ONYA—The Wellbeing Game: How to Use Gamification to Promote...
By fostering continuous learning experiences blended with entertaining affordances, serious games ha...
In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Ke...
Ubiquitous games and gamification have recently become a widely applied approach for promoting well-...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Biofeedback represents a new frontier in emotion design. Game design and more recently gamification ...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
<p>Positive activity interventions (PAIs) have been developed to enhance subjective well-being. Seve...
Recent years have seen important developments in the computer and game industry, including the emerg...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily acti...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...
Gamification and games have been used and studied in a variety of applications related with health a...
Tolks D, Sailer M, Dadaczynski K, et al. ONYA—The Wellbeing Game: How to Use Gamification to Promote...
By fostering continuous learning experiences blended with entertaining affordances, serious games ha...
In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Ke...
Ubiquitous games and gamification have recently become a widely applied approach for promoting well-...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Biofeedback represents a new frontier in emotion design. Game design and more recently gamification ...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
<p>Positive activity interventions (PAIs) have been developed to enhance subjective well-being. Seve...
Recent years have seen important developments in the computer and game industry, including the emerg...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily acti...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...