Serious games are emerging as innovative tools to promote opportunities for human psychological growth and well-being. The aim of the present paper is to introduce them as Positive Technologies. Positive Technology is an emergent field based on both theoretical and applied research, whose goal is to investigate how Information and Communication Technologies (ICTs) can be used to empower the quality of personal experience at three levels: hedonic well-being, eudaimonic well-being and social well-being. As Positive Technologies, serious games can influence both individual and interpersonal experiences by nurturing positive emotions, promoting engagement, as well as enhancing social integration and connectedness. An in-depth analysis of each of these aspects will be presented in the chapter, with the support of concrete examples. © 2014 Springer International Publishing.
CITATION STYLE
Argenton, L., Schek, E., & Mantovani, F. (2014). Serious games as positive technologies. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8526 LNCS, pp. 169–177). Springer Verlag. https://doi.org/10.1007/978-3-319-07464-1_16
Mendeley helps you to discover research relevant for your work.