Games Beyond Entertainment
Within this research theme, we situate all research on games and play where entertainment is not the main goal. Rather, games and play are studied in their capacity to persuade, steer, sell or in other ways influence the player through its design. This includes the many examples of serious games and gaming (educational, political, commercial) as well as the various forms and applications of gamification. We look both at the potential of, and provides critical reflection on these developments.