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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
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    References listed on IDEAS

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    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.
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    Keywords

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    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

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