Seminar serious game and gamification for e-health and e-learning applications

Teacher(s): Abou Khaled Omar, Mugellini Elena
Level: Master
Type of lesson: Seminar
Language(s): English
Semester(s): SP-2016
Persuasive Technology is an emerging field focusing on the design and development of interactive technologies aimed at changing users’ attitudes or behaviors through persuasion and social influence, but not through coercion or deception.

Adding game elements is an emerging and challenging strategy to turn any information and communication technology application into a system that persuades, motivates, and empowers users to take action. In particular serious game and gamification can be used as processes creating persuasive products, increasing user motivation and engagement and generating new empowering features for interactive technologies.

This seminar focuses on investigating Serious Games approaches and Gamification mechanisms used in today’s applications. A serious game is a game designed for a primary purpose other than pure entertainment. The ""serious"" adjective is generally used to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, etc. Gamification is the use of game thinking and game mechanics in non‐game contexts to engage users in solving problems and increase users' self contributions. Gamification has also been applied in several domains to foster user engagement (physical exercise, healthy life‐style management), to support formal and informal learning (in classrooms, the public or at work), etc.

The objective of this seminar is to study approaches in the design of Serious Game approaches and Gamification mechanisms in the design of persuasive systems. Some examples of the topics that will be investigated during the seminar are:
• Approaches, concepts, tools, and methods that are currently used in creating
serious games and gamified systems
• Best practices for a serious game and gamified system design process
• Existing applications and examples in e-Health and e-learning
• Challenges, issues and pitfalls of persuasive and game technologies
• Empirical evidence on the effectiveness and efficiency of currently employed
• Unexplored opportunities
• Etc.

A particular emphasis this year will be given to applications to e‐Health and e‐ learning domains (e.g. serious game and gamification for prevention, for therapy, self‐management or for education and learning in classrooms, at work or in everyday life situations).

The seminar will have a strong practical component as the students will investigate existing applications as well as develop new concepts in the aforementioned domains.

Training aims

• Identify and describe existing approaches and mechanisms for designing serious game and gamified systems.
• Identify the main components of a serious game and of a gamified systems
• Discuss and compare different methods for designing and developing persuasive technologies with their strengths and weaknesses
• Compare and identify principles and techniques for designing and implementing serious games
• Compare and identify the best mechanisms and technological solutions for designing and implementing a gamified systems
• Identify and categorize game approaches for e-­‐Health and e-­‐Learning domains
• Evaluate and select the best approaches for a specific context and application domain