Feeling Strangely Fine: The Well-Being Economy in Popular Games

  • Pippin Barr
  • Rilla Khaled
  • James Noble
  • Robert Biddle
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3962)


There is a growing interest in persuasive games designed to positively influence players’ well-being in areas such as physical and mental health, particularly in terms of education. Designing such “well-being games” is challenging because games themselves have not been sufficiently examined from this perspective. Examining the ways popular games convey messages persuasively is an important step in understanding design in this area. By studying the popular domain we can derive considerations for the design of games targeted at promoting human well-being.


Computer Game Game Design Digital Game Violent Video Game Persuasive Technology 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Pippin Barr
    • 1
  • Rilla Khaled
    • 1
  • James Noble
    • 1
  • Robert Biddle
    • 2
  1. 1.Computer Science DepartmentVictoria University of WellingtonNew Zealand
  2. 2.Human-Oriented Technology LabCarleton UniversityCanada

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