Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Hi-index | 0.01 |
This paper describes a series of research probe games developed to investigate how real-world activity could be incorporated into digital game systems. These culminated in the design of our final game, Forest, which was conceived for the San Francisco non-profit Friends of the Urban Forest (FUF), who have been planting and caring for the city's street trees for 30 years. By incorporating real-world actions and behaviors into digital games, we can create experiences that both enhance our understanding of the world around us and provide incentive structures towards our personal, community, or societal goals.