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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop
October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing - Preface</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gustavo F. Tondello</string-name>
          <email>gustavo@tondello.com</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rita Orji</string-name>
          <email>rita.orji@dal.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Johnson</string-name>
          <email>dm.johnson@qut.edu.au</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marierose M. M. van Dooren</string-name>
          <email>m.m.m.vandooren@tudelft.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kellie Vella</string-name>
          <email>kellie.vella@qut.edu.au</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lennart E. Nacke</string-name>
          <email>lennart.nacke@acm.org</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dalhousie University</institution>
          ,
          <addr-line>Halifax, NS</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Delft University of Technology</institution>
          ,
          <addr-line>Delft</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Queensland University of, Technology</institution>
          ,
          <addr-line>Brisbane</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Waterloo</institution>
          ,
          <addr-line>Waterloo, ON</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>15</volume>
      <issue>2017</issue>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>PAPERS IN THESE PROCEEDINGS
The design of gameful applications that support the user’s
wellbeing requires additional attention, because it is a new
concern in addition to the instrumental goals addressed by
such applications. Hence, two papers explored potential
methodologies and frameworks to improve gameful design
for wellbeing. De Croon et al. [4] proposed a focus group
protocol that can be used with patients and caregivers to
select appropriated gamification mechanics for designing
health or wellbeing applications, in the paper</p>
      <p>
        Regarding the use of games to promote wellbeing, Schäfer
et al. [
        <xref ref-type="bibr" rid="ref13">12</xref>
        ] presented the paper NUDGE – NUtritional,
Digital Games in Enable, where they describe the design of
a gaming platform aimed at changing the nutritional
behaviour of adolescents. Furthermore, Pnueli and Cook [9]
presented the paper On the Development Process of ReApp,
an Emotion Regulation Training Mobile Game, in the
Context of Gamification and the Creation of Games for
Wellbeing, in which they describe a mobile, multiplayer
game aimed at training people in emotion regulation
techniques, specifically in cognitive reappraisal.
      </p>
      <p>
        Finally, Rogers and Nacke [
        <xref ref-type="bibr" rid="ref12">11</xref>
        ] discussed the potential of
games to act as a tool for relaxation and stress reduction
through their music and sound, and explored opportunities
for future research, in the paper Exploring the Potential of
Game Audio for Wellbeing.
      </p>
      <p>CONCLUSION
The works presented at this Workshop demonstrated a rich
interest in exploring the potential of gameful applications
and games for supporting and fostering wellbeing.
However, many of them are still in their infancy or have
conducted only preliminary evaluations. At the same time, a
few ideas were proposed that are still underexplored, such
as the use of gamification for employee wellbeing and the
use of game audio as a facilitator of wellbeing. Therefore,
we can say that the use of gamification and games for
wellbeing is presently an exciting research area, with many
opportunities for future work and a lot of untapped potential
still to be explored.
Vered Pnueli and Benjamin Cook. 2017. On the
development process of ReApp, an Emotion
Regulation Training Mobile Game, in the context of
Gamification and the creation of Games for Wellbeing.
In Positive Gaming: Workshop on Gamification and
Games for Wellbeing.</p>
    </sec>
  </body>
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