Game as Life, Life as Game

Game as Life, Life as Game (GALLAG)

Game As Life: Life As Game (GALLAG), integrates individuals’ physical and virtual-lives to further extend emerging  “real-life games” coordinated by digital means to blur digital-physical-social barriers. Persuasive technologies link real-life behaviors, with no immediate tangible reward, to more immediate, intrinsic rewards in virtual environments.

Ubiquitous computing and personally tailored game scenarios integrate activities across the virtual and physical domains, throughout everyday life. Influences and activities in the game scenarios affect real-life, and influences and activities in real-life, affect the virtual/physical game.

Multiple methodologies for experience and behavioral assessment, and environmental, contextual and physiological sensoring are being used in conjunction with participatory design approaches that include end-user-programming. This agenda empowers users to create their own synergies, between their online activities; assisting them in achieving their personal real world aspirations. 

Ultimately, GALLAG is leading to persistent, supportive, and actualizing “Life Long Games" and supportive environments  for enhanced well-being (e.g., for persons living with autism and dementia and their caregivers).

Publications

Mahoney, D.F., W .Burleson, W., Mahoney, E. (2012) Context aware automated prompting for dressing: Concept feasibility. Gerontechnology Journal from the International Society of Gerontechnology, Vol. 11, Issue 2, p. 298. Dementia Related Dressing Issues Influencing Device Design and Development. 2012 Gerontological Society Annual Scientific Meeting, Nov 14-18th, San Diego, CA. 

Mahoney, D. and Burleson, W. (2012) Context Aware Emotive Automated Prompting for Dressing. International Society for Gerontechnology and International Symposium of Automation and Robotics in Construction (ISGISARC), Eindhoven, The Netherlands, June 2012.

Newman, N., Burleson, W., Brotman, R. (2012) Empowering Independent Living for People with Autism: Designing Supportive, Low-Cost, Interactive E-Health Environments. International Conference on Persuasive Technology (PERSUASIVE), 12 pages, Linköping, Sweden, June 2012.

Ramin Tadayon, Ashish Amresh, Winslow Burleson: Socially relevant simulation games: a design study. ACM Multimedia 2011: 941-944


Awards

 Alzheimer’s Association Award ETAC-11200316 through Massachusetts General Hospital CRS0336-11069991: Context Aware Computing with Motivational Coaching to Enable Dressing (10/11-9/13) $81,000.