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Persuasive design o...
Persuasive design of a mobile energy conservation game with direct feedback and social cues in Breaking New Ground: Innovation in Games, Play, Practice and Theory - Proceedings of DiGRA 2009, vol , issue , pp
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- Bang, Magnus (författare)
- Linköpings universitet,Institutionen för datavetenskap,Tekniska högskolan,Department of Computer and Information Science, Linkoping University, Sweden
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- Svahn, Mattias (författare)
- Stockholm School of Economics, Centre for Media and Economic Psychology, Sweden
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- Gustafsson, Anton (författare)
- Energy Design Studio, Interactive Institute, Sweden
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(creator_code:org_t)
- 2009
- 2009
- Engelska.
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Ingår i: Breaking New Ground: Innovation in Games, Play, Practice and Theory - Proceedings of DiGRA 2009.
- Relaterad länk:
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https://urn.kb.se/re...
Abstract
Ämnesord
Stäng
- 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. © 2009 Authors and Digital Games Research Association (DiGRA).
Nyckelord
- Advergame; Electricity Consumption; Motivation; Persuasion; Persuasive games; Pervasive games; Serious Game
- TECHNOLOGY
- TEKNIKVETENSKAP
Publikations- och innehållstyp
- ref (ämneskategori)
- kon (ämneskategori)