@inproceedings{7f3e0e4df09c4e019fc6132c5f644c4f,
title = "Mindful gaming: How digital games can improve mindfulness",
abstract = "In recent years, attention has increased around the delivery of mindfulness interventions by means of new technology such as via the smartphone [1]. However, less research has been devoted to investigating how digital games can enable and facilitate mindfulness training. This study demonstrates how mindfulness can be improved by using technology, in particular digital games. Based on the work of Bergomi et al. [2], mindfulness is defined as an inherent capacity in human beings that can be trained, which is explored within the structure of an eight-factor model. For each mindfulness factor identified by the research of Bergomi et al., appropriate games are presented together with research evidence showing their efficacy for mindfulness training. Effective games are disaggregated according to their mechanics, dynamics, and aesthetics [3] to provide design recommendations for game developers.",
keywords = "Games, Meditation, Mindfulness, Mobile applications",
author = "Jacek Sliwinski and Mary Katsikitis and Jones, {Christian Martyn}",
year = "2015",
doi = "10.1007/978-3-319-22698-9_12",
language = "English",
isbn = "9783319226972",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer Verlag",
pages = "167--184",
editor = "Julio Abascal and Simone Barbosa and Mirko Fetter and Tom Gross and Philippe Palanque and Marco Winckler",
booktitle = "Human-Computer Interaction – INTERACT 2015 - 15th IFIP TC 13 International Conference, Proceedings",
address = "Germany",
note = "15th IFIP TC 13 International Conference on Human–Computer Interaction, INTERACT 2015 ; Conference date: 14-09-2015 Through 18-09-2015",
}