Scope & Aim



Entertainment is a multi-faceted concept as evidenced by the range of definitions seeking to pin down its essence. According to various popular dictionaries, entertainment is defined as “something diverting and exciting” (Merriam-Webster) or as “the act of providing amusement and enjoyment” (Oxford). While both these definitions capture the typical view of entertainment as something joyful that creates diversion, it is interesting to note that there exist alternative meanings for it. For example, in Hellenic, entertainment is described with the word ψυχαγωγία (Psychagogy) that literally means `to lead/educate the psyche (soul)’. In our view it is this second definition of the word that can motivate the development of entertainment systems capable of moving a step further from providing diversion and towards higher levels of awareness and fulfillment.


But what can be the defining features and capabilities of systems seeking to provide Psychagogy rather than simple diversion? In trying to provide an answer, it could be interesting to note that entertainment is a fundamental component of the human condition as it provides an experiential setting for the expression of the psyche (soul). This materializes mainly through the elicitation of affective reactions and behaviors that usually emphasize or reaffirm common beliefs or cultural/political ties (e.g. in the case of various performance-related forms like theater, sports, festivals etc), or through the re-enactment and/or interpretation of significant events that shape individual or social identities (e.g., in the case of ceremonies or rituals). Exposure of the psyche to these experiences educates it to recognize and internalize behavioral patterns that enrich individual and social life. This workshop seeks to provide an open forum for investigating the mechanisms by which digital entertainment forms can create psychagogical experiences. 


Topics of interest include but are not limited to:



  • Development of novel forms of digital psychagogy (e.g. digital rituals,  festivals, games, computer theater etc.)
  • Means of expression and interaction in digital psychagogy
  • Evaluation of entertainment systems in terms of their motivational and affective content
  • Aspects of the psychagogy concept (e.g. psychagogy as state/process/activity/experience) and their implications for digital entertainment