Editorial
Ubiquitous games and gamification for well-being
@ARTICLE{10.4108/amsys.1.3.e1, author={Michela Ferron and Stefano De Paoli and Paolo Massa}, title={Ubiquitous games and gamification for well-being}, journal={EAI Endorsed Transactions on Ambient Systems}, volume={1}, number={3}, publisher={ICST}, journal_a={AMSYS}, year={2014}, month={3}, keywords={Ubiquitous games, gamification, well-being, quality of life.}, doi={10.4108/amsys.1.3.e1} }
- Michela Ferron
Stefano De Paoli
Paolo Massa
Year: 2014
Ubiquitous games and gamification for well-being
AMSYS
ICST
DOI: 10.4108/amsys.1.3.e1
Abstract
Ubiquitous games and gamification have recently become a widely applied approach for promoting well-being and improving health behaviours such as a physically active lifestyle. In this Special Issue of the Journal ICST Transactions on Ambient Systems, we collected a selection of high-quality papers presented at the workshop on “Ubiquitous games and gamification for promoting behaviour change and wellbeing”, held at the 2013 CHItaly Conference. The articles explore different areas where ubiquitous games and gamification can influence the attitudes, health and behaviours of people towards well-being, from the management of diseases to eco-sustainable mobility, from serious moral games to the monitoring of burnout levels and the well-being of small groups during social occasions such as museum visits.
Copyright © Ferron et al., licensed to ICST. This is an open access article distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.