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


Support : Références scientifiques
Author(s) : Matthew Lee
Editor : Proceedings of DiGRA Australia Queensland Symposium 2016: Wayfinding
Date : 2016
Lang : Lang




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.

Keywords : Well­Being Theory, Game Design, Inter­Professional Collaboration, Psycholog