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The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption
Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
Interactive Institute, Eskilstuna, Sweden.
Interactive Institute, Eskilstuna, Sweden.
2006 (English)In: 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, 123-132 p.Chapter in book (Refereed)
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.

Place, publisher, year, edition, pages
Springer Berlin/Heidelberg, 2006. 123-132 p.
Lecture Notes in Computer Science, ISSN 0302-9743 (print), 1611-3349 (online) ; 3962
National Category
Computer Science
URN: urn:nbn:se:liu:diva-37438DOI: 10.1007/11755494_18Local ID: 35748ISBN: 978-3-540-34291-5ISBN: 978-3-540-34293-9OAI: diva2:258287

Published in Lecture Notes in Computer Science, vol. 3962

Available from: 2009-10-10 Created: 2009-10-10 Last updated: 2013-09-03Bibliographically approved

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Publisher's full textfind book at a swedish library/hitta boken i ett svenskt bibliotek

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