LudoScience

Positive Psychology in Game Design: A Framework for Collaboration Matthew Lee - 2016

Informations

Support : Références scientifiques
Auteur(s) : Matthew Lee
Editeur : Proceedings of DiGRA Australia Queensland Symposium 2016: Wayfinding
Date : 2016
Langue : Langue


Description

ABSTRACT

 

With more than 1.5 billion gamers around the world as of the end of 2015, with further growth projected as mobile devices achieve greater market penetration, there has been a great deal of interest in using games for purposes beyond entertainment. However, gamification and serious games often fail to engage prospective users, generate commercial interest, or meet long­term objectives, due to mismatched expectations, failures in communication, and lack of understanding of design. Future success requires the development of a common framework to facilitate inter­professional collaboration, with this paper proposing the use of Seligman’s Well­Being Theory as the basis for such a framework.

 

References (1) :

 

Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In Serious games and edutainment applications (pp. 25­43). Springer London.

 

 



Mots-clés : Well­Being Theory, Game Design, Inter­Professional Collaboration, Psycholog