amsys 14(3): e1

Editorial

Ubiquitous games and gamification for well-being

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  • @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
Michela Ferron1,*, Stefano De Paoli2, Paolo Massa1
  • 1: Fondazione Bruno Kessler, Via Sommarive 18, Trento, Italy
  • 2: School of Social & Health Sciences, Abertay University, Bell Street, Dundee, United Kingdom
*Contact email: ferron@fbk.eu

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.