UPA long abstract: Do you ever wonder why people PLAY Farmville (Frontierville, Mafia Wars, …)?
Do you think about which elements of Farmville fun could make work applications less work?
If you answered “Yes” to either question this talk is for you. Join us for a lively exploration of
o How games like Farmville apply the psychology of behavioral change, reinforcement and social momentum to (re-)shape target behaviors.
o How the same persuasive, behavioral change elements are applied in “serious games” encouraging health, wellness and other behavioral change.
Along the way, we use real examples and exercises to help you rethink your applications and designs in terms of behavioral change and persuasive design.