Abstract
Research where gamification is used to influence household energy consumption is an emerging field. This paper reviews design features of the prototype Powersaver Game. The aim of this game is to influence household energy
consumption in the long-term. The evaluation of the design of the prototype, which is presented in this paper, is part of a larger research project that will give insight into what the influence of gamification is on energy consumption in
households by means of electricity and gas usage and on attitudes towards sustainable energy use at home. In the first design step, a comparative literature analysis of eight games developed for related research purposes, provided first
suggestions for the design of our game. In the next design step potential players have evaluated its match with the real world. Since our aim is an effective transfer between the game world and real world, we introduced gamification elements from the real world, by energy saving activities, in the game. The perceived match between in-game scenes and activities in the real world indicated improvements for a number of scenes. In the second evaluation the respondents suggested that the design of Powersaver Game is satisfactory, with the exception of some artwork. By involving potential players in the evaluation process we extract promising suggestions for design improvements. The outcomes of these evaluation studies contribute to effectively embedding of real world elements in the game and to improving aspects of the prototype in clarity and attractiveness. In the next stage the Powersaver Game is used in a series of experiments. First, the game will be compared with a control (non-game) version. Next, features such as feedback, personal relevance and competition will be examined.
consumption in the long-term. The evaluation of the design of the prototype, which is presented in this paper, is part of a larger research project that will give insight into what the influence of gamification is on energy consumption in
households by means of electricity and gas usage and on attitudes towards sustainable energy use at home. In the first design step, a comparative literature analysis of eight games developed for related research purposes, provided first
suggestions for the design of our game. In the next design step potential players have evaluated its match with the real world. Since our aim is an effective transfer between the game world and real world, we introduced gamification elements from the real world, by energy saving activities, in the game. The perceived match between in-game scenes and activities in the real world indicated improvements for a number of scenes. In the second evaluation the respondents suggested that the design of Powersaver Game is satisfactory, with the exception of some artwork. By involving potential players in the evaluation process we extract promising suggestions for design improvements. The outcomes of these evaluation studies contribute to effectively embedding of real world elements in the game and to improving aspects of the prototype in clarity and attractiveness. In the next stage the Powersaver Game is used in a series of experiments. First, the game will be compared with a control (non-game) version. Next, features such as feedback, personal relevance and competition will be examined.
Original language | English |
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Title of host publication | Proceedings of the 10th European Conference on Game Based Learning |
Subtitle of host publication | ECGBL 2016 |
Editors | Thomas Connolly, Liz Boyle |
Place of Publication | Paisley, Scotland |
Publisher | ACPI |
Pages | 192-201 |
Number of pages | 10 |
ISBN (Print) | 978-1-911218-09-8 |
Publication status | Published - Oct 2016 |
Publication series
Name | Proceedings of the European Conference on Games Based Learning |
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ISSN (Print) | 2049-0992 |
Keywords
- Game design evaluation
- gamification
- energy consumption
- persuasive games
- attitude change
- behaviour change