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The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption
Linköpings universitet, Institutionen för datavetenskap, MDALAB - Human Computer Interfaces. Linköpings universitet, Tekniska högskolan.
Interactive Institute, Eskilstuna, Sweden.
Interactive Institute, Eskilstuna, Sweden.
2006 (engelsk)Inngår i: Persuasive Technology: First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006. Proceedings / [ed] Wijnand A. IJsselsteijn, Yvonne A. W. de Kort, Cees Midden, Berry Eggen, Elise van den Hoven, Springer Berlin/Heidelberg, 2006, s. 123-132Kapittel i bok, del av antologi (Fagfellevurdert)
Abstract [en]

  Persuasive technologies can be useful to modify behaviors related to energy usage. In this paper, we present the PowerHouse a computer game designed to influence behaviors associated with energy use and promote an energy-aware lifestyle among teenagers. This prototype game aims to influence a set of target activities in the home using several persuasive techniques. Employing the format of a reality TV show (docu soap), the game informs implicitly and explicitly about various energy-efficient actions. We discuss our overall game design and its advantages and disadvantages in relation to the methods we have employed in the game.

sted, utgiver, år, opplag, sider
Springer Berlin/Heidelberg, 2006. s. 123-132
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 3962
HSV kategori
Identifikatorer
URN: urn:nbn:se:liu:diva-37438DOI: 10.1007/11755494_18Lokal ID: 35748ISBN: 978-3-540-34291-5 (tryckt)ISBN: 978-3-540-34293-9 (tryckt)OAI: oai:DiVA.org:liu-37438DiVA, id: diva2:258287
Merknad

Published in Lecture Notes in Computer Science, vol. 3962

Tilgjengelig fra: 2009-10-10 Laget: 2009-10-10 Sist oppdatert: 2018-02-19bibliografisk kontrollert

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Totalt: 138 treff
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