Abstract
Interest in designing games to convey persuasive messages concerning human well-being is growing, but presents a number of challenges. A significant problem comes in connecting the gameplay with the persuasive intent. We show how the gameplay structure of “avatar development” in popular-role playing games can be applied to the design of persuasive well-being games.
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© 2006 Springer-Verlag Berlin Heidelberg
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Barr, P., Khaled, R., Noble, J., Biddle, R. (2006). Well-Being to “Well Done!”: The Development Cycle in Role-Playing Games. In: IJsselsteijn, W.A., de Kort, Y.A.W., Midden, C., Eggen, B., van den Hoven, E. (eds) Persuasive Technology. PERSUASIVE 2006. Lecture Notes in Computer Science, vol 3962. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11755494_13
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DOI: https://doi.org/10.1007/11755494_13
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-34291-5
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