Serious games are emerging as innovative tools to promote opportunities for human psychological growth and well-being. The aim of the present paper is to introduce them as Positive Technologies. Positive Technology is an emergent field based on both theoretical and applied research, whose goal is to investigate how Information and Communication Technologies (ICTs) can be used to empower the quality of personal experience at three levels: hedonic well-being, eudaimonic well-being and social well-being. As Positive Technologies, serious games can influence both individual and interpersonal experiences by nurturing positive emotions, promoting engagement, as well as enhancing 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

Argenton, L., Schek, E., Mantovani, F. (2014). Serious Games as Positive Technologies. In R. Shumaker, S. Lackey (a cura di), Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality (pp. 169-177). Springer Verlag [10.1007/978-3-319-07464-1_16].

Serious Games as Positive Technologies

ARGENTON, LUCA UGO;SCHEK, ESTHER JUDITH;MANTOVANI, FABRIZIA
2014

Abstract

Serious games are emerging as innovative tools to promote opportunities for human psychological growth and well-being. The aim of the present paper is to introduce them as Positive Technologies. Positive Technology is an emergent field based on both theoretical and applied research, whose goal is to investigate how Information and Communication Technologies (ICTs) can be used to empower the quality of personal experience at three levels: hedonic well-being, eudaimonic well-being and social well-being. As Positive Technologies, serious games can influence both individual and interpersonal experiences by nurturing positive emotions, promoting engagement, as well as enhancing 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
Capitolo o saggio
Serious Games, Positive Technologies
English
Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality
Shumaker, R.; Lackey, S
2014
978-3-319-07463-4
8526
Springer Verlag
169
177
Argenton, L., Schek, E., Mantovani, F. (2014). Serious Games as Positive Technologies. In R. Shumaker, S. Lackey (a cura di), Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality (pp. 169-177). Springer Verlag [10.1007/978-3-319-07464-1_16].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10281/98591
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