By social good we refer to a "good" or a service that benefits the largest number of people in the largest possible way. Some classic examples of social goods are, of course, healthcare, safety, environment, democracy, and human rights, but we can add to this classic list even communication, art, entertainment and much more.
Gamification techniques and serious games are often used to capture and maintain user’s attentions. This is particularly important when dealing with young patients or people with special needs. Patient’s collaboration is crucial for doctors to perform a good diagnosis, and to provide an efficient therapy, but it cannot always be taken for granted.
Moreover, serious games are proved to be an efficient tool to incentivize people to improve their lifestyle, e.g., making more physical activity. This special issue will feature new insights, research, and practice on how to design, develop and use gamification and persuasive technologies to create serious games and applications to improve individuals’ Quality of Life (QoL) and behavior, with a particular focus on people with disabilities.