Research Article
Can a Game Improve People’s Lives? The Case of
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@INPROCEEDINGS{10.1007/978-3-319-47063-4_27, author={Armir Bujari and Matteo Ciman and Ombretta Gaggi and Claudio Palazzi}, title={Can a Game Improve People’s Lives? The Case of }, proceedings={Internet of Things. IoT Infrastructures. Second International Summit, IoT 360° 2015, Rome, Italy, October 27-29, 2015. Revised Selected Papers, Part I}, proceedings_a={IOT360}, year={2017}, month={1}, keywords={Serious games Mobile technologies Mobile games}, doi={10.1007/978-3-319-47063-4_27} }
- Armir Bujari
Matteo Ciman
Ombretta Gaggi
Claudio Palazzi
Year: 2017
Can a Game Improve People’s Lives? The Case of
IOT360
Springer
DOI: 10.1007/978-3-319-47063-4_27
Abstract
The popularity of digital games and the wide diffusion of mobile devices with sensors and communication capabilities have led many researchers to think how this technology can be put to good use to improve people’s lives and, in general, our society. In this short survey we present an overview on how mobile games can go beyond their entertainment purpose to pursue a service that may be useful to overcome health and accessibility impairments.
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