Gaming is an important pastime for young people to relax, socialize and have fun, but also to be challenged, show creativity and work together to achieve goals. The design of games can have an impact on their behavior. With the changing revenue models of games, we see that game design is increasingly taking forms that do not always have a positive impact on children and may interfere with, or even violate, children's rights. This article examines how evolving revenue models of games impact user's behavior via game design. Behavioral design in games thus raises questions about children's rights to play and recreation, to health, to protection from economic exploitation and to data protection
Introduction: Recent innovations in gaming technology have raised concerns about gambling-type harms...
Research suggests that many digital games include violence and about half of the violent incidents h...
This paper describes three design values that we apply for designing playful interactions. Interacti...
Gaming is an important pastime for young people to relax, socialize and have fun, but also to be cha...
Gaming is an important pastime for young people to relax, socialize and have fun, but also to be cha...
Children have the right to play (UN Convention on the Rights of the Child, 1989) yet their opportuni...
Video games as a consumer product have changed significantly with the advent of in-game purchasing s...
Everybody seems to have an opinion about the value, risks and opportunities of children playing digi...
Children face significant consumer risks when surfing online, related to, inter alio, embedded adver...
The data comprises of in-depth interviews with two groups. The first is 20 parents and carers of chi...
Abstract Children face significant consumer risks when surfing online, related to, inter alia, embed...
For the central entertainment industry of the 21st century - online gaming, children are undoubtedly...
Digital technologies afford ample opportunities for children’s development, identity formation, imag...
Introduction: Recent innovations in gaming technology have raised concerns about gambling-type harms...
Research suggests that many digital games include violence and about half of the violent incidents h...
This paper describes three design values that we apply for designing playful interactions. Interacti...
Gaming is an important pastime for young people to relax, socialize and have fun, but also to be cha...
Gaming is an important pastime for young people to relax, socialize and have fun, but also to be cha...
Children have the right to play (UN Convention on the Rights of the Child, 1989) yet their opportuni...
Video games as a consumer product have changed significantly with the advent of in-game purchasing s...
Everybody seems to have an opinion about the value, risks and opportunities of children playing digi...
Children face significant consumer risks when surfing online, related to, inter alio, embedded adver...
The data comprises of in-depth interviews with two groups. The first is 20 parents and carers of chi...
Abstract Children face significant consumer risks when surfing online, related to, inter alia, embed...
For the central entertainment industry of the 21st century - online gaming, children are undoubtedly...
Digital technologies afford ample opportunities for children’s development, identity formation, imag...
Introduction: Recent innovations in gaming technology have raised concerns about gambling-type harms...
Research suggests that many digital games include violence and about half of the violent incidents h...
This paper describes three design values that we apply for designing playful interactions. Interacti...