Quality of life serves a reference against which you can measure the various domains of your own life or that of other individuals, and that can change over time. This definition of the World Health Organization encompasses many elements of daily living, including features of the individual and the environment around us, which can either be the social environment, the built environment, or other environmental aspects. This is one of the rationales for the special issue on “Quality of Life: The Interplay between Human Behaviour, Technology and the Environment”. This special issue is a joint project by the Centre of Expertise Health Innovation of the Hague University of Applied Sciences in The Netherlands. The main focus of this Special Issue is how optimising the interplay between people, the environment, and technology can enhance people’s quality of life. The focus of the contributions in this special issue is on the person or end‐user and his or her environment, both the physical, social, and digital environment, and on the interaction between (1) people, (2) health, care, and systems, and (3) technology. Recent advances in technology offer a wide range of solutions that support a healthy lifestyle, good quality of life, and effective and efficient healthcare processes, for a large number of end‐users, both patients/clients from minus 9 months until 100+ years of age, as well as practitioners/physicians. The design of new services and products is at the roots of serving the quality of life of people. Original article at MDPI; DOI: https://doi.org/10.3390/ijerph16245106 (Editorial of Special Issue with the same title: "Quality of Life: The Interplay between Human Behaviour, Technology and the Environment")
MULTIFILE
Video game designers iteratively improve player experience by play testing game software and adjusting its design. Deciding how to improve gameplay is difficult and time-consuming because designers lack an effective means for exploring decision alternatives and modifying a game’s mechanics. We aim to improve designer productivity and game quality by providing tools that speed-up the game design process. In particular, we wish to learn how patterns en- coding common game design knowledge can help to improve design tools. Micro-Machinations (MM) is a language and software library that enables game designers to modify a game’s mechanics at run-time. We propose a pattern-based approach for leveraging high-level design knowledge and facilitating the game design process with a game design assistant. We present the Mechanics Pattern Language (MPL) for encoding common MM structures and design intent, and a Mechanics Design Assistant (MeDeA) for analyzing, explaining and understanding existing mechanics, and generating, filtering, exploring and applying design alternatives for modifying mechanics. We implement MPL and MeDeA using the meta-programming language Rascal, and evaluate them by modifying the mechanics of a prototype of Johnny Jetstream, a 2D shooter developed at IC3D Media.