There is a growing interest in persuasive games designed to positively influence players’ well-being in areas such as physical
and mental health, particularly in terms of education. Designing such “well-being games” is challenging because games themselves
have not been sufficiently examined from this perspective. Examining the ways popular games convey messages persuasively is
an important step in understanding design in this area. By studying the popular domain we can derive considerations for the
design of games targeted at promoting human well-being.