A Serious Game for Students to Acquire Productivity Habits

Conference Paper (2020)
Author(s)

Wouter Raateland (Student TU Delft)

Konstantinos Chronas (Student TU Delft)

Tim Wissel (Student TU Delft)

Tim Bruyn (Student TU Delft)

Bertan Konuralp (Student TU Delft)

Mijael R. Perez (TU Delft - Computer Graphics and Visualisation)

Nestor Z. Salamon (TU Delft - Computer Graphics and Visualisation)

Rafael Bidarra (TU Delft - Computer Graphics and Visualisation)

Research Group
Computer Graphics and Visualisation
Copyright
© 2020 Wouter Raateland, Konstantinos Chronas, Tim Wissel, Tim Bruyn, Bertan Konuralp, M.R. Bueno Perez, N. Ziliotto Salamon, Rafael Bidarra
DOI related publication
https://doi.org/10.1007/978-3-030-63464-3_32
More Info
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Publication Year
2020
Language
English
Copyright
© 2020 Wouter Raateland, Konstantinos Chronas, Tim Wissel, Tim Bruyn, Bertan Konuralp, M.R. Bueno Perez, N. Ziliotto Salamon, Rafael Bidarra
Research Group
Computer Graphics and Visualisation
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.@en
Pages (from-to)
335-346
ISBN (print)
978-3-030-63463-6
ISBN (electronic)
978-3-030-63464-3
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

In recent years there has been an increasing shift from traditional work to knowledge work. Students are not always well prepared for such a work mode and struggle with time and energy management, leading to stress and long unhealthy study sessions. There are many applications aimed at developing productivity habits. A few of them are somewhat gamified, although they are especially focused on real-world to-do lists, lacking a strong narrative and appeal, especially to students. We present the serious game BusyBusy, specifically designed for college students. The game revolves around the capture and reflection steps of David Allen’s Getting Things Done methodology. By simulating aspects of student life, BusyBusy facilitates students to practice capturing action-related thoughts in their real life and reflect upon study activity choices in an entertaining and engaging environment.

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