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2011
Pervasive gaming has the potential of transforming the home into a persuasive environment in which the user can learn about appliances and their electricity consumption. Power Explorer is a mobile game with a special sensing approach that provides real-time electricity measurements and feedback when the user switches on and off devices in the home. The game was developed based on persuasive principles to provide an engaging means to learn about energy with positive and negative feedback and social feedback from peers on real energy actions in the home. We present the design and rationale of this game and discuss how pervasive games can be viewed from a persuasive and learning point of view.
Breaking New Ground: …, 2009
Pervasive gaming has the potential of transforming the home into a persuasive environment in which the user can learn about appliances and their electricity consumption. Power Explorer is a mobile game with a special sensing approach that provides real-time electricity measurements and feedback when the user switches on and off devices in the home. The game was developed based on persuasive principles to provide an engaging means to learn about energy with positive and negative feedback and social feedback from peers on real energy actions in the home. We present the design and rationale of this game and discuss how pervasive games can be viewed from a persuasive and learning point of view.
2011
Nowadays, energy consumption (and wastage) is particularly a major issue in our society. It has been a challenge to find ways of educating people to follow better attitudes towards energy savings. This paper proposes a pervasive-based serious game approach to help people understand household energy usage and to persuade them to change negative energy consumption habits. The mechanics of the game are based on real-time domestic energy consumption information, presenting a collaborativecompetitive approach.
Computers in Entertainment, 2009
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. Data collection consisted of home energy measurements before, during, and after a game trial, in addition to interviews with participants at the end of the evaluation. The results suggest that the game concept was highly efficient in motivating and engaging the players and their families to change their daily energy-consumption patterns during the game trial. Although the evaluation does not permit any conclusions as to whether the game had any postgame effects on behavior, we can conclude that the pervasive persuasive game approach appears to be highly promising in regard to energy conservation and similar fields or issues.
2007
Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in the domestic setting. PowerAgent is connected to the household’s automatic electricity meter reading equipment via the cell network, and this setup makes it possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game.
2007
Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in the domestic setting. PowerAgent is connected to the household’s automatic electricity meter reading equipment via the cell network, and this setup makes it possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game.
The present study tests and compares the efficacy of two different social game modes, collaborative and competitive, as interventions to motivate electricity-saving behaviour at the household level by means of a gamified mobile App, called Social Power. The collaborative game has a common savings goal that the team aims to reach collectively. The competitive game compares weekly savings and thus sets two cities against each other to save the most. The App integrates electricity saving challenges , tips, quizzes in order to motivate participants to earn points and reach set consumption reduction goals. Smart meter data complements the user experience by showing hourly and weekly electricity consumption which is directly compared to their own historical consumption and their team's savings performance. While completing challenges on the App, participants learn how to positively improve electricity use in their household. Participants are encouraged to interact with each other over Blog and Facebook pages which provide additional information about the weekly challenge and overall intervention. Overall, there were significant electricity savings in both game modes compared to historical values and the control group, however the feeling of community building and social interaction was minimal. Thus the game approach was successful, but future studies can better integrate interaction elements.
DUX '07 Proceedings of the 2007 conference on Designing for User eXperiences, 2007
This study examines the development of a mobile phone-based pervasive game that related its user's environmental footprint. It discusses the design challenges, development and evaluation of the prototype game in order to identify the key strategies and mechanisms that relate to the production of pervasive systems for mass participation. Designing the user experience for such systems is particularly difficult, as the game had to educate and entertain without patronizing or preaching to the user. A prototype system was developed and trialed in order to identify and understand how users related to the experience and how the game may be further developed. We found that character-led tailored physical activities were generally found to be the most enjoyable, while players wanted more interaction with each other and more score-based content. Creating interdependent question sets and orchestrating the game arduous process. In the future a fully automated system will be key to its use.
Proceedings of the International Conference on Advances in Computer Enterntainment Technology, 2009
When it comes to motivating teenagers towards energy awareness, new approaches need to be considered. One such is the use of pervasive games connected to the players own energy consumption. Earlier work has confirmed this to be a highly effective approach. The question however remains if post game effects on behavior can be achieved. In this paper we try to answer this by trying out a slightly different design compared to previous work. The hypothesis is that a more casual game play and a richer learning interaction enabled by building the game on a real time sensor system could stimulate more lasting effects. Electric consumption data after the 7 days evaluation on a test group of 15 players shows tentative indications for a persistent post game effect compared to the control group of 20 households. Findings also show a statistically significant positive change in the players' attitude towards saving energy compared to the same group. Findings, at the same time, also indicate a negative effect on the player's attitude toward environmental questions in general.
To test the effectiveness of competitive and collaborative settings on engaging households, a mobile app, called Social Power, was developed to provide electricity meter feedback in two gamified environments. The project aims at stimulating social engagement and promoting behavioural change to save electricity at the household level by forming teams of neighbours in two Swiss cities. The household participants are assigned to one of two teams: either a collaborative team where citizens in the same city try to reach a fixed, collective 10% electricity savings target together, or a competitive team which tries to save the most electricity in comparison to the other city. The collaborative and competitive games were run in parallel as a three month field experiment (with long term monitoring after one year, planned for spring 2017) involving 108 recruited households, and 46 who actively played. The experiment complements the process of smart meter roll-outs initiated by the local energy utility in each respective city with the secondary aim of capturing added benefits of smart meters. Weekly electricity-saving themed challenges are presented to the household member playing on the app. By playing, the participants can change their real-life electricity consumption by interacting differently with their home electricity appliances and at the same time acquire four types of points in the app: electricity saving, electricity efficiency, energy awareness and peak-shifting. New challenges each week and continued interaction aim to improve non-sustainable habits. Tips, quizzes with tangible prizes, and individual badges for accomplishments are used as further incentives for participation. Alongside the app, a blog page and Facebook exist to allow players to interact with each other. An electricity use interface visualises the household electricity demand at hourly and weekly intervals and shows the change from the historical average, as well as their team's savings performance. In this paper we introduce preliminary results on the short-term success of the two game environments after the intervention phase completed in May 2016.
2013
There is considerable global effort being made towards identifying ways of reducing energy consumption to cope with growing demands. Although there is potential for energy saving in many sectors, our focus is on reducing energy consumption in residential homes. We have developed a system which combines home automation and energy usage monitoring technologies. The system offers a range of tools designed for mobile devices to assist users with monitoring their energy usage and provides mechanisms for setting up and controlling home appliances to conserve energy. In this paper we describe our system and a user study we have conducted to evaluate its effectiveness. The findings of the study show the potential benefits of this type of mobile technology.
2006
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.
2011
EnergyLife is a mobile game application that aims at increasing energy awareness and saving in the household; it centers around a feedback system with detailed, historical and real time information that is based on wireless power sensors data. The challenge is to provide through feedback knowledge and motivation for sustainable saving. A three-month field test in eight households was organized for EnergyLife. The test involved the automatic collection of access data to the application, and the administration of satisfaction questionnaires, interviews, and usability tasks in the tested families. The paper describes the results of the test and the ensuing re-design strategy, centered on better tailoring the application to the players' actions. The lessons learned can be useful to other persuasive games, since a good fit to the actions of the user is a precondition of effectiveness of any persuasive application.
International journal on advances in intelligent systems, 2015
Ener-SCAPE is a novel work in progress software framework made up of a persuasive game, a graphical interface to monitor energy usage and a tool for social interaction, which aims to improve the energy consumption awareness of its users at home as well as in the workplace. The game uses a common “escape room” game approach, tailoring the game archetype to focus on energy efficiency and energy consumption awareness. The monitoring interface allows the users to monitor some predefined energy efficiency indexes. The tool for social integration helps users to build social awareness. Users play the game by trying to exit from a virtual home or office by solving energy puzzles, working to improve their energy savings in their real environment, and sharing their acquired knowledge and experiences. EnerSCAPE implements a unique feedback mechanism based on real energy consumption that leads consumers to apply what they have learned from the virtual reality of the game into their daily real l...
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.
Computer, 2011
2014
This volume is the result of a research project carried out at the Department of Marketing and Strategy at the Stockholm School of Economics (SSE). This volume is submitted as a doctor's thesis at SSE. In keeping with the policies of SSE, the author has been entirely free to conduct and present his research in the manner of his choosing as an expression of his own ideas. SSE is grateful for the financial support provided by KK-stiftelsen, Energimyndigheten, Åforsk and J Gust Richert, which has made it possible to fulfil the project.
The present study tests and compares the efficacy of two different social game modes, collaborative and competitive, as interventions to motivate electricity-saving behaviour at the household level by means of a gamified mobile App, called Social Power. The collaborative game has a common savings goal that the team aims to reach collectively. The competitive game compares weekly savings and thus sets two cities against each other to save the most. The App integrates electricity saving challenges , tips, quizzes in order to motivate participants to earn points and reach set consumption reduction goals. Smart meter data complements the user experience by showing hourly and weekly electricity consumption which is directly compared to their own historical consumption and their team's savings performance. While completing challenges on the App, participants learn how to positively improve electricity use in their household. Participants are encouraged to interact with each other over Blog and Facebook pages which provide additional information about the weekly challenge and overall intervention. Overall, there were significant electricity savings in both game modes compared to historical values and the control group, however the feeling of community building and social interaction was minimal. Thus the game approach was successful, but future studies can better integrate interaction elements.
Proceedings of the International Conference on Advances in Computer Enterntainment Technology - ACE '09, 2009
When it comes to motivating teenagers towards energy awareness, new approaches need to be considered. One such is the use of pervasive games connected to the players own energy consumption. Earlier work has confirmed this to be a highly effective approach. The question however remains if post game effects on behavior can be achieved. In this paper we try to answer this by trying out a slightly different design compared to previous work. The hypothesis is that a more casual game play and a richer learning interaction enabled by building the game on a real time sensor system could stimulate more lasting effects. Electric consumption data after the 7 days evaluation on a test group of 15 players shows tentative indications for a persistent post game effect compared to the control group of 20 households. Findings also show a statistically significant positive change in the players' attitude towards saving energy compared to the same group. Findings, at the same time, also indicate a negative effect on the player's attitude toward environmental questions in general.
Globally, there is rising concern about the impact of energy consumption on the environment, coinciding with increasing energy costs. The Digital Environment Home Energy Management System (DEHEMS) project aims to provide householders with persuasive tools that improve awareness of the energy behaviour of their household and allow them to manage their energy consumption more efficiently. This paper presents the overview of the envisioned DEHEMS system, and proposes that there is a real user requirement for intelligent, persuasive energy monitoring systems.
In this paper we explore how to enhance people’s awareness on the energy consumption of household devices by incorporating techniques from persuasive computing. We designed three add-on product concepts targeted towards families with small children and aimed at reducing energy consumption of the fridge. To investigate how end-users relate to the concepts, we developed a story-like scenario for each concept. The three scenarios were discussed with six families. In the evaluation of the discussion we found that the families appreciated the aim of the concepts in educating children on how to save energy and in raising the awareness on sustainable living. In the analysis we identified the following three main requirements for the add-on product: it should be simple to use, it should provide direct feedback on the history of the device usage, and it should suggest behavior improvements, or at least raise a discussion on the usage of the device. Overall, the use of persuasive techniques c...
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