Games, gamification and accessible games

1Citations
Citations of this article
18Readers
Mendeley users who have this article in their library.

Abstract

Games as entertainment, leisure, recreational, serious or otherwise where game-based designs of use such as gamification are discussed alongside access and inclusion for all to be able to enjoy and play and have fun. In-built to games are mechanics and motivational factors that are both intrinsic and extrinsic. Such factors can be influential to impact human emotions in playing a game and reaching a state of ‘Flow’ (Csikszentmihalyi 1990) where immersion is total. Potentials of game-based intervention across industries is being explored with good effect as is evident in this contribution.

Cite

CITATION STYLE

APA

Brooks, A. L., & Brooks, E. (2020). Games, gamification and accessible games. In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST (Vol. 328 LNICST, pp. 363–369). Springer. https://doi.org/10.1007/978-3-030-53294-9_24

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free