The intersection of positive psychology and game design was described by Jane McGonigal in her popular book Reality is Broken: Why Games Make Us Better and How They Can Change the World. See SuperBetter to see what this means.
“SuperBetter is a tool created by game designers and backed by science to help build personal resilience: the ability to stay strong, motivated and optimistic even in the face of difficulty challenges. Resilience has a powerful effect on health — by boosting physical and emotional well-being. Resilience also helps you achieve your life goals — by strengthening your social support and increasing your stamina, willpower and focus. Every aspect of the game is designed to harness the power of positive emotions and social connection for live, feel, and act better. Continue reading “SuperBetter”
Virtual worlds increasingly are recognized to have a direct effect on what people think and do when they turn off the computer. Journeying into virtual environments, players try on different identities, experience alternate realities, and find themselves in novel social contexts. These experiences allow people to exceed their “real life” settings, seeing both themselves and others in a new light. A new study refutes common-sense assumptions that a firewall separates virtual life and experience in the material world.
“Internet-based interactive games and social media outlets have become intertwined with the physical realities of millions of people around the world.” As reported in an article in LaboratoryEquipment.com, “When an individual strongly identifies with the cyber representation of themselves, known as an avatar, the electronic doppelganger can influence that person’s health and appearance, according to a Univ. of Missouri Continue reading “Virtual worlds improve health, fight prejudice”