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.
CITATION STYLE
Bang, M., Torstensson, C., & Katzeff, C. (2006). The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption (pp. E1–E1). https://doi.org/10.1007/11755494_33
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