Abstract

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.

Original languageEnglish
Title of host publicationInteractivity, 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
EditorsAnthony Brooks, Eva Irene Brooks
Number of pages7
Volume328
Place of PublicationCham
PublisherSpringer
Publication date9 Aug 2020
Pages363-369
ISBN (Print)9783030532932
ISBN (Electronic)978-3-030-53294-9
DOIs
Publication statusPublished - 9 Aug 2020
SeriesLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
ISSN1867-8211

Bibliographical note

Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
DOI 10.1007/978-3-030-53294-9

Keywords

  • ASD
  • Design
  • Experiences
  • Games
  • Gamification
  • Inclusion
  • Music

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