What is it about?
Negative feelings often occur in Behavior Change and they could affect the results of it. Anyway games often incorporate negative feelings and it is possible to effectively design games that support the modification of habits by incorporating negative feelings into the design of the game setting.
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Why is it important?
This work is important because it draws a distinction between User Experience (in which everything needs to be smooth and simple) and Player Experience, in which negative feelings are an important component to carefully design. Also it makes the point on the negative feelings occurring during Behavior Change and how to manage them in the context of gamification.
Perspectives
This is a statement paper that could be useful in the field of Gamification for Behavior Change. It is though to be an operational tool for avoiding failures into this recent field of designing games for improving lifestyles.
Silvia Torsi
Universita degli Studi di Trento
Read the Original
This page is a summary of: Eudaimonia and Behavior Change, September 2020, ACM (Association for Computing Machinery),
DOI: 10.1145/3411170.3411263.
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