Serious Games as Positive Technologies for Individual and Group Flourishing

  • Luca Argenton
  • Stefano Triberti
  • Silvia Serino
  • Marisa Muzio
  • Giuseppe Riva
Chapter
Part of the Studies in Computational Intelligence book series (SCI, volume 536)

Abstract

By fostering continuous learning experiences blended with entertaining affordances, serious games have been able to shape new virtual contexts for human psychological growth and well-being. Thus, they can be considered as Positive Technologies. Positive Technology is an emergent field based on both theoretical and applied research, whose goal is to investigate how Information and Communication Technologies (ICTs) can be used to empower the quality of personal experience. In particular, serious games can influence both individual and interpersonal experiences by nurturing positive emotions, and promoting engagement, as well as enhancing social integration and connectedness. An in-depth analysis of each of these aspects will be presented in the chapter, with the support of concrete examples. Networked flow, a specific state where social well-being is associated with group flourishing and peak creative states, will eventually be considered along with game design practices that can support its emergence.

Keywords

Positive psychology Positive technology Serious games Networked flow 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2014

Authors and Affiliations

  • Luca Argenton
    • 1
  • Stefano Triberti
    • 2
  • Silvia Serino
    • 3
  • Marisa Muzio
    • 4
  • Giuseppe Riva
    • 2
    • 3
  1. 1.Centre for Studies in Communication Sciences—CESCOMUniversity of Milan-BicoccaMilanItaly
  2. 2.Department of PsychologyCatholic University of Sacred HeartMilanItaly
  3. 3.Applied Technology for Neuro-Psychology LabIRCCS Istituto Auxologico ItalianoMilanItaly
  4. 4.Department of Sport Sciences, Nutrition and HealthUniversity of MilanMilanItaly

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