%0 Conference Proceedings %T Mindful Gaming: How Digital Games Can Improve Mindfulness %+ University of the Sunshine Coast (USC) %A Sliwinski, Jacek %A Katsikitis, Mary %A Jones, Christian, Martyn %< avec comité de lecture %( Lecture Notes in Computer Science %B 15th Human-Computer Interaction (INTERACT) %C Bamberg, Germany %3 Human-Computer Interaction – INTERACT 2015 %V LNCS-9298 %N Part III %P 167-184 %8 2015-09-14 %D 2015 %R 10.1007/978-3-319-22698-9_12 %K Mindfulness %K Meditation %K Games %K Mobile applications %Z Computer Science [cs]Conference papers %X 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. %G English %Z TC 13 %2 https://inria.hal.science/hal-01609407/document %2 https://inria.hal.science/hal-01609407/file/346946_1_En_12_Chapter.pdf %L hal-01609407 %U https://inria.hal.science/hal-01609407 %~ IFIP-LNCS %~ IFIP %~ IFIP-AICT %~ IFIP-TC13 %~ IFIP-INTERACT %~ IFIP-LNCS-9298