Games as entertainment, leisure, recreational, serious or otherwise where game-based designs of use such as gamification are discussed alongside access and inclusion for all to be able to enjoy and play and have fun. In-built to games are mechanics and motivational factors that are both intrinsic and extrinsic. Such factors can be influential to impact human emotions in playing a game and reaching a state of ‘Flow’ (Csikszentmihalyi 1990) where immersion is total. Potentials of game-based intervention across industries is being explored with good effect as is evident in this contribution.
|Titel||Interactivity, Game Creation, Design, Learning, and Innovation : 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings|
|Redaktører||Anthony Brooks, Eva Irene Brooks|
|Publikationsdato||9 aug. 2020|
|Status||Udgivet - 9 aug. 2020|
|Navn||Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering|