Feeling strangely fine: the well-being economy in popular games

  • Authors:
  • Pippin Barr;Rilla Khaled;James Noble;Robert Biddle

  • Affiliations:
  • Computer Science Department, Victoria University of Wellington, New Zealand;Computer Science Department, Victoria University of Wellington, New Zealand;Computer Science Department, Victoria University of Wellington, New Zealand;Human-Oriented Technology Lab, Carleton University, Canada

  • Venue:
  • PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
  • Year:
  • 2006

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Abstract

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.