2009
DOI: 10.1145/1658866.1658873
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Evaluation of a pervasive game for domestic energy engagement among teenagers

Abstract: In this article, we present Power Agent-a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The ideas behind this mobile phonebased game are twofold; to transform the home environment and its devices into a learning arena for hands-on experience with electricity usage and to promote engagement via a team competition scheme. We report on the game's evaluation with six teenagers and their families who played the game for ten days in two cities in Sweden. … Show more

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Cited by 121 publications
(59 citation statements)
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“…The rationale behind this is the problem that the motivation to reduce one's fuel consumption might initially be quite high, but can also easily diminish over time. Gamification has shown to be able to motivate people over a longer period of time, most prominently for sports or health applications, but also, for example, for domestic energy engagement [22]. More specifically, this could mean a shift from conveying the fuel consumption in a "neutral" way towards a display that emphasizes the progress the driver makes towards a fuel-efficient driving style, e.g.…”
Section: General Design Approachesmentioning
confidence: 99%
“…The rationale behind this is the problem that the motivation to reduce one's fuel consumption might initially be quite high, but can also easily diminish over time. Gamification has shown to be able to motivate people over a longer period of time, most prominently for sports or health applications, but also, for example, for domestic energy engagement [22]. More specifically, this could mean a shift from conveying the fuel consumption in a "neutral" way towards a display that emphasizes the progress the driver makes towards a fuel-efficient driving style, e.g.…”
Section: General Design Approachesmentioning
confidence: 99%
“…Video games have also been developed where sensor data is used as input to gameplay. For instance, Gustafsson et al [19] present an energy conservation game for mobile phones that collects data from an electric power meter in the home. The game involves missions and competition between households to encourage users to behave in particular ways (e.g.…”
Section: Game Based Approachesmentioning
confidence: 99%
“…Recently, the use of interactive technologies for sustainability purposes has attracted an increasing attention from the Human-Computer Interaction (HCI) community [12,13]. This includes using interactive technologies for providing environmental information, such as electricity use, visible for providing feedback [14,15,16], and using persuasive techniques such as competition, goal setting, social comparisons, self monitoring, praise, etc. to change behaviour towards sustainability [17].…”
Section: Consumptionmentioning
confidence: 99%