IDEAS home Printed from https://ideas.repec.org/a/idt/journl/cs7305.html
   My bibliography  Save this article

PlayMancer: Games for Health with Accessibility in Mind

Author

Listed:
  • Elias KALAPANIDAS

    (Systema Technologies, Athens, Greece)

  • Costas DAVARAKIS

    (Systema Technologies, Athens, Greece)

  • Fernando FERNÁNDEZ-ARANDA

    (University Hospital of Bellvitge-CIBEROBN, Instituto Salud Carlos III, Barcelona, Spain)

  • Susana JIMÉNEZ-MURCIA

    (University Hospital of Bellvitge-CIBEROBN, Instituto Salud Carlos III, Barcelona, Spain)

  • Susana Otilia KOCSIS

    (University of Patras, Greece)

  • Todor GANCHEV

    (University of Patras, Greece)

  • Hannes KAUFMANN

    (Vienna University of Technology, Austria)

  • Tony LAM

    (NetUnion, Lausanne, Switzerland)

  • Dimitri KONSTANTAS

    (University of Geneva, Switzerland)

Abstract

The term Serious Games has been used to describe computer and video games used as educational technology or as a vehicle for presenting or promoting a point of view. Serious games can be of any genre and many of them can be considered a kind of edutainment. Serious games are intended to provide an engaging, self-reinforcing context in which to motivate and educate the players towards knowledgeable processes, including business operations, training, marketing and advertisement. Serious games can be compelling, educative, provocative, disruptive and inspirational. The potential of games for entertainment and learning has been demonstrated thoroughly from both research and market. Unfortunately, the investments committed to entertainment dwarf what is committed for more serious purposes. In this feature, we will argue that the motives, incentives and expectations of the computer game industry differ from one cultural and economic environment to another. As the game industry is dominated by US companies, computer game products are targeting user groups mostly informed by the marketing departments of those companies. This process creates marginalised user groups and game types that are not addressed effectively by the computer game market. Accessible games and games for health comprise this underdeveloped niche. Research project PlayMancer is a multi-partner effort to tackle both of those issues in a coherent way.

Suggested Citation

  • Elias KALAPANIDAS & Costas DAVARAKIS & Fernando FERNÁNDEZ-ARANDA & Susana JIMÉNEZ-MURCIA & Susana Otilia KOCSIS & Todor GANCHEV & Hannes KAUFMANN & Tony LAM & Dimitri KONSTANTAS, 2009. "PlayMancer: Games for Health with Accessibility in Mind," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(73), pages 105-122, 1st quart.
  • Handle: RePEc:idt:journl:cs7305
    as

    Download full text from publisher

    File URL: http://repec.idate.org/RePEc/idt/journl/CS7305/CS73_KALAPANIDAS_et_al.pdf
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Venkatesh Shankar & Barry L. Bayus, 2003. "Network effects and competition: an empirical analysis of the home video game industry," Strategic Management Journal, Wiley Blackwell, vol. 24(4), pages 375-384, April.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Borowiecki, Karol J. & Bakhshi, Hasan, 2018. "Did you really take a hit? Understanding how video games playing affects individuals," Research in Economics, Elsevier, vol. 72(2), pages 313-326.
    2. Karol Borowiecki & Juan Prieto-Rodriguez, 2015. "Video games playing: A substitute for cultural consumptions?," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 39(3), pages 239-258, August.
    3. Matthew T. Clements & Hiroshi Ohashi, 2005. "Indirect Network Effects And The Product Cycle: Video Games In The U.S., 1994–2002," Journal of Industrial Economics, Wiley Blackwell, vol. 53(4), pages 515-542, December.
    4. Joe Cox, 2008. "Purchasing power parity and cultural convergence: evidence from the global video games market," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 32(3), pages 201-214, September.
    5. Christian Stummer & Dennis Kundisch & Reinhold Decker, 2018. "Platform Launch Strategies," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 60(2), pages 167-173, April.
    6. Song, Yang & Berger, Ron & Yosipof, Abraham & Barnes, Bradley R., 2019. "Mining and investigating the factors influencing crowdfunding success," Technological Forecasting and Social Change, Elsevier, vol. 148(C).
    7. Abhik Roy & Jagmohan Raju, 2011. "The influence of demand factors on dynamic competitive pricing strategy: An empirical study," Marketing Letters, Springer, vol. 22(3), pages 259-281, September.
    8. Henrich R. Greve & Marc-David L. Seidel, 2015. "The thin red line between success and failure: Path dependence in the diffusion of innovative production technologies," Strategic Management Journal, Wiley Blackwell, vol. 36(4), pages 475-496, April.
    9. Tobias Kretschmer, 2005. "Competing technologies in the database management systems market," Working Papers 05-17, NET Institute, revised Oct 2005.
    10. Zhiyi Wang & Lusi Yang & Jungpil Hahn, 2023. "Winner Takes All? The Blockbuster Effect on Crowdfunding Platforms," Information Systems Research, INFORMS, vol. 34(3), pages 935-960, September.
    11. Kevin J. Boudreau, 2021. "Promoting Platform Takeoff and Self-Fulfilling Expectations: Field Experimental Evidence," Management Science, INFORMS, vol. 67(9), pages 5953-5967, September.
    12. Karl Taeuscher, 2019. "Uncertainty kills the long tail: demand concentration in peer-to-peer marketplaces," Electronic Markets, Springer;IIM University of St. Gallen, vol. 29(4), pages 649-660, December.
    13. Mak, Vincent & Zwick, Rami, 2010. "Investment decisions and coordination problems in a market with network externalities: An experimental study," Journal of Economic Behavior & Organization, Elsevier, vol. 76(3), pages 759-773, December.
    14. Laura Ferrari Bravo & Paolo Siciliani, 2007. "Exclusionary Pricing And Consumers Harm: The European Commission'S Practice In The Dsl Market," Journal of Competition Law and Economics, Oxford University Press, vol. 3(2), pages 243-279.
    15. Qi Wang & Huazhong Zhao & Jinhong Xie, 2016. "Intra-Standard Competition: The Joint Impact of an Installed-User Base and a Supporting-Firm Base in Markets with Network Effects," Customer Needs and Solutions, Springer;Institute for Sustainable Innovation and Growth (iSIG), vol. 3(3), pages 159-174, December.
    16. Kevin J. Boudreau & Lars Bo Jeppesen & Milan Miric, 2022. "Competing on freemium: Digital competition with network effects," Strategic Management Journal, Wiley Blackwell, vol. 43(7), pages 1374-1401, July.
    17. Kevin J. Boudreau & Lars B. Jeppesen, 2015. "Unpaid crowd complementors: The platform network effect mirage," Strategic Management Journal, Wiley Blackwell, vol. 36(12), pages 1761-1777, December.
    18. Claussen, Jörg & Kretschmer, Tobias & Spengler, Thomas, 2010. "Market leadership through technology – Backward compatibility in the U.S. Handheld Video Game Industry," Discussion Papers in Business Administration 12716, University of Munich, Munich School of Management.
    19. Keran Zhao & Yingda Lu & Yuheng Hu & Yili Hong, 2023. "Direct and Indirect Spillovers from Content Providers’ Switching: Evidence from Online Livestreaming," Information Systems Research, INFORMS, vol. 34(3), pages 847-866, September.
    20. Tommy Pan Fang & Andy Wu & David R. Clough, 2021. "Platform diffusion at temporary gatherings: Social coordination and ecosystem emergence," Strategic Management Journal, Wiley Blackwell, vol. 42(2), pages 233-272, February.

    More about this item

    Keywords

    Computer games; video games; accessibility; e-Inclusion; serious games; Games for Health;
    All these keywords.

    JEL classification:

    • L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
    • L86 - Industrial Organization - - Industry Studies: Services - - - Information and Internet Services; Computer Software
    • I12 - Health, Education, and Welfare - - Health - - - Health Behavior
    • I19 - Health, Education, and Welfare - - Health - - - Other

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:idt:journl:cs7305. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: BLAVIER Thomas (email available below). General contact details of provider: https://edirc.repec.org/data/idatefr.html .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.