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Serious Games as Positive Technologies

Serious Games as Positive Technologies
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Author(s): Luca Argenton (Center for Studies in Communication Sciences – CESCOM, Italy), Federica Pallavicini (Center for Studies in Communication Sciences – CESCOM, Italy)and Fabrizia Mantovani (Center for Studies in Communication Sciences – CESCOM, Italy)
Copyright: 2016
Pages: 19
Source title: Handbook of Research on Applied E-Learning in Engineering and Architecture Education
Source Author(s)/Editor(s): David Fonseca (La Salle Campus Barcelona, Universitat Ramon Llull, Spain)and Ernest Redondo (Universitat Politècnica de Catalunya, BarcelonaTech, Spain)
DOI: 10.4018/978-1-4666-8803-2.ch006

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Abstract

Serious games are growing rapidly both as an industry and a field of academic research. They have been able to shape new opportunities for individual and collective learning and training, showing a discrete effectiveness. Further, serious games have been capable of supporting health and well-being. That is why they can be considered as positive technologies. Positive Technology is an emergent field whose goal is to investigate how Information and Communication Technologies (ICTs) can be used to empower the quality of personal experience The aim of the present chapter is to discuss the role of serious games as positive technology, analyzing how they can influence both individual and interpersonal experiences by fostering positive emotions, promoting engagement, as well as enhancing social integration and connectedness.

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