ABSTRACT
With more than 1.5 billion gamers around the world as of the end of 2015, with further growth projected as mobile devices achieve greater market penetration, there has been a great deal of interest in using games for purposes beyond entertainment. However, gamification and serious games often fail to engage prospective users, generate commercial interest, or meet longterm objectives, due to mismatched expectations, failures in communication, and lack of understanding of design. Future success requires the development of a common framework to facilitate interprofessional collaboration, with this paper proposing the use of Seligman’s WellBeing Theory as the basis for such a framework.
References (1) :
Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In Serious games and edutainment applications (pp. 2543). Springer London.