Fostering Learning and Behavior Change Through Computer Entertainment

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review


Entertainment is closely related with fun, positive feelings and emotions. It doesn’t have to be only fu n and in most cases it shouldn’t be, but it is desirable that entertainment is always fun. By invoking positive emotions, entertainment can be exploited to pro- mote learning, creative thinking and behavior change. Entertaining games that invoke positive emotions, guide players towards relevant goals and provide them with the appropriate messages and knowl- edge have the potential to encourage behavior changes. This chapter presents and discusses several game prototypes built to foster users awareness, learning and behavior change. Most of these prototypes are related with environmental sustainability, as it is a relevant matter affecting the whole world, and rely on persua- sive technology and entertainment techniques to provide users with the appropriate messages and experiences that stimulate them to take pro-environmental actions in the real world.
Original languageEnglish
Title of host publicationEntertaining the Whole World
EditorsAdrian David Cheok, Anton Nijholt, Teresa Romão
Place of PublicationLondon
PublisherSpringer London
ISBN (Electronic)978-1-4471-6446-3
ISBN (Print)978-1-4471-6445-6
Publication statusPublished - 13 Sept 2014

Publication series

NameHuman–Computer Interaction series
PublisherSpringer London
ISSN (Print)1571-5035


  • Behavior changes
  • Contextual awareness
  • Persuasive technology
  • Games
  • Education


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