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Hacking Well-Being: Can Serious Games Fit Positive Technology Framework?

Hacking Well-Being: Can Serious Games Fit Positive Technology Framework?
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Author(s): Luca Argenton (University of Milano-Bicocca, Italy), Federica Pallavicini (University of Milano-Bicocca, Italy), Gabriele Barone (Università Cattolica del Sacro Cuore, Italy), Andrea Zini (Università Cattolica del Sacro Cuore, Italy), Giacomo Garcea (Università Cattolica del Sacro Cuore, Italy), Andrea Zanacchi (Università Cattolica del Sacro Cuore, Italy)and Fabrizia Mantovani (University of Milano-Bicocca, Italy)
Copyright: 2019
Pages: 18
Source title: Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-5225-7909-0.ch034

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Abstract

Serious Games (SGs) have been able to shape new opportunities for human training and empowerment, imparting knowledge or skills in an engaging and motivating way to a new generation of learners. Further, they can be used to improve the quality of both individual and collective experience. In particular, SGs can nurture positive emotions promote engagement, as well as enhance social integration and connectedness. An in-depth analysis of each of these aspects will be presented in the chapter, with the support of concrete examples and case-analysis. Eventually, a game design practice will be discussed. Knowledge and awareness of hedonic, eudaimonic and social principles improve user-centered design models can be both fundamental to enhance learning effectiveness and retention and to improve players' well-being, contributing to the development of sustainable communities of practices.

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