Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Oppositional play: gathering negative evidence for computer game values
Proceedings of the second Australasian conference on Interactive entertainment
From pushing buttons to play and progress: value and interaction in fable
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
Video game values: Human-computer interaction and games
Interacting with Computers
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
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There is a growing interest in persuasive games designed to positively influence players' well-being in areas such as physical and mental health, particularly in terms of education. Designing such "wellbeing games" is challenging because games themselves have not been sufficiently examined from this perspective. Examining the ways popular games convey messages persuasively is an important step in understanding design in this area. By studying the popular domain we can derive considerations for the design of games targeted at promoting human well-being.