The powerhouse : A persuasive computer game designed to raise awareness of domestic energy consumption

  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...

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Hauptverfasser: BANG, Magnus, TORSTENSSON, Carin, KATZEFF, Cecilia
Format: Tagungsbericht
Sprache:eng
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Zusammenfassung:  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.
ISSN:0302-9743
1611-3349
DOI:10.1007/11755494_18