2018
DOI: 10.3390/su10061729
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Should We Play Games Where Energy Is Concerned? Perceptions of Serious Gaming as a Technology to Motivate Energy Behaviour Change among Social Housing Residents

Abstract: The invisibility and intangibility of energy are key challenges faced by communicators looking to reduce household energy demand. 'Serious games'-defined as formalized, goal-oriented games designed to educate, or promote health and well-being-are one potential strategy that may help to alleviate these challenges. This paper discusses the suitability of serious gaming as an educational and behavioural change tool within the context of social housing-a faction often overlooked when it comes to household energy r… Show more

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Cited by 31 publications
(39 citation statements)
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“…Results show that there have not been statistically significant differences after development is an interesting way to acquire the managerial skills required to effect change and to develop and increase attitudes, knowledge and awareness in a sustainable perspective [67]. Games present great opportunities as tools of edutainment (educational entertainment) for teaching and training, with positive effects on learning outcomes [68].…”
Section: Introductionmentioning
confidence: 99%
“…Results show that there have not been statistically significant differences after development is an interesting way to acquire the managerial skills required to effect change and to develop and increase attitudes, knowledge and awareness in a sustainable perspective [67]. Games present great opportunities as tools of edutainment (educational entertainment) for teaching and training, with positive effects on learning outcomes [68].…”
Section: Introductionmentioning
confidence: 99%
“…12 of these articles concerned qualitative research methods, and quantitative research methods are used in 5 other articles. 3 articles concerned review articles presenting systematic academic literature reviews, leading to development of conceptual frameworks and propositions that can be of use in future research [50,60,64]. 2 articles used and analyzed serious games [50,59].…”
Section: Methods Usedmentioning
confidence: 99%
“…This special issue contains research from authors from all over the world. Insights are shared from Lebanon [45], Poland [46], India [47], Japan [48], Croatia, Spain [49], the UK [50,51], Portugal [52], and The Netherlands [53][54][55][56][57] leading to new perspectives on how social innovation is perceived in globally dispersed countries. Other contributions cover studies comprising of multiple countries like selected Member States within the European Union [58][59][60], countries within the OECD [61], or the European Union as an entity itself [62].…”
Section: Background Characteristics Of Article Contributions To This mentioning
confidence: 99%
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“…Use videogames for teaching sustainable development is an interesting way to acquire managerial skills required to effect change and to develop and increase attitudes, knowledge and awareness in a sustainable perspective [54]. Games 4 of 29 present great opportunities as tools of edutainment (educational entertainment) for teaching and training, with positive effects on learning outcomes [50].…”
Section: Introductionmentioning
confidence: 99%