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. © Springer-Verlag Berlin Heidelberg 2006.
CITATION STYLE
Bang, M., Torstensson, C., & Katzeff, C. (2006). The powerhouse: A persuasive computer game designed to raise awareness of domestic energy consumption. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 3962 LNCS, pp. 123–132). Springer Verlag. https://doi.org/10.1007/11755494_18
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