Interest in designing games to convey persuasive messages concerning human well-being is growing, but presents a number of challenges. A significant problem comes in connecting the gameplay with the persuasive intent. We show how the gameplay structure of "avatar development" in popular-role playing games can be applied to the design of persuasive well-being games. © Springer-Verlag Berlin Heidelberg 2006.
CITATION STYLE
Barr, P., Khaled, R., Noble, J., & Biddle, R. (2006). Well-being to “well done!”: The development cycle in role-playing games. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 3962 LNCS, pp. 96–99). Springer Verlag. https://doi.org/10.1007/11755494_13
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