Interest in designing games to convey persuasive messages concerning human well-being is growing, but presents a number of challenges. A significant problem comes in connecting the gameplay with the persuasive intent. We show how the gameplay structure of "avatar development" in popular-role playing games can be applied to the design of persuasive well-being games.

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Barr, P. (Pippin), Khaled, R. (Rilla), Noble, J. (James), & Biddle, R. (2006). Well-being to "well done!": The development cycle in role-playing games.