Entertainment is associated with fun and amusement, promoting human well-being through moments of enjoyment, and conceding getaways from the real world. However, it can also be used to call our attention and persuade us to change our attitude and behavior towards serious matters. Entertainment computing has become a relevant and well-established area of research in academia and industry. Alongside persuasive technologies, it can play a significant role with impact on individuals and the society, shaping social relationships and cultural development.
With this Research Topic of Frontiers in Entertainment Computing and Persuasive Technology, we aim at presenting the most recent developments in these research areas, as well as at shedding a light on how they can contribute for well-being and for the resolution of problems of different nature, such as environmental, health, social and cultural, that often can be solve through the join effort of many individuals. We will collect lessons on how to design interaction, shape UX, and advance entertainment and persuasive applications.
This Research Topic focuses on all aspects of entertainment computing and persuasive technology research, encompassing new contributions in multidisciplinary areas within computer science, design, digital media, interactive art, and psychology.
We welcome submissions of original research and reviews on (but not limited to) the following topics:
- Game Design and Persuasive systems’ design
- Gamification for persuasion
- Entertainment for Purpose & Persuasion
- Interactive Narratives and Digital Storytelling
- Extended Reality for Entertainment and Behavior Change
- Emotions and Affective Interaction
- Serious Games
- Games for Learning, change and Well-Being
- Social Impact Games
- Artificial Intelligence and Machine Learning for Entertainment and Persuasive Technology
- Novel and non-traditional human interface technologies for entertainment;
- Interactive Television
- Social / Cultural Impacts of Digital Entertainment;
- Interactive art
- Behavior change support systems
- UX design and Evaluation
- Positive technology
Entertainment is associated with fun and amusement, promoting human well-being through moments of enjoyment, and conceding getaways from the real world. However, it can also be used to call our attention and persuade us to change our attitude and behavior towards serious matters. Entertainment computing has become a relevant and well-established area of research in academia and industry. Alongside persuasive technologies, it can play a significant role with impact on individuals and the society, shaping social relationships and cultural development.
With this Research Topic of Frontiers in Entertainment Computing and Persuasive Technology, we aim at presenting the most recent developments in these research areas, as well as at shedding a light on how they can contribute for well-being and for the resolution of problems of different nature, such as environmental, health, social and cultural, that often can be solve through the join effort of many individuals. We will collect lessons on how to design interaction, shape UX, and advance entertainment and persuasive applications.
This Research Topic focuses on all aspects of entertainment computing and persuasive technology research, encompassing new contributions in multidisciplinary areas within computer science, design, digital media, interactive art, and psychology.
We welcome submissions of original research and reviews on (but not limited to) the following topics:
- Game Design and Persuasive systems’ design
- Gamification for persuasion
- Entertainment for Purpose & Persuasion
- Interactive Narratives and Digital Storytelling
- Extended Reality for Entertainment and Behavior Change
- Emotions and Affective Interaction
- Serious Games
- Games for Learning, change and Well-Being
- Social Impact Games
- Artificial Intelligence and Machine Learning for Entertainment and Persuasive Technology
- Novel and non-traditional human interface technologies for entertainment;
- Interactive Television
- Social / Cultural Impacts of Digital Entertainment;
- Interactive art
- Behavior change support systems
- UX design and Evaluation
- Positive technology