Modern electrical grids are increasingly reliant on generation from renewable sources that can vary from hour to hour. This variability has led to the desire to shift the times of the day when electricity is consumed to better match generation. One way to achieve these shifts is by encouraging people to change their behavior at home. Leveraging prior research on encouraging reductions in residential energy use through game play, we introduce ShareBuddy: a casual mobile game intended to encourage players not only to reduce, but also to shift their electricity use. We conducted two field studies in a student dormitory and found that players did not shift their electricity use, because they were unwilling to change their schedules and found it...
Research where gamification is used to influence household energy consumption is an emerging field. ...
The present study tests and compares the efficacy of two different social game modes, collaborative ...
Serious games are digital games, simulations and virtual environments designed for primary purposes ...
Modern electrical grids are increasingly reliant on generation from renewable sources that can vary ...
Modern electrical grids are increasingly reliant on generation from renewable sources that can vary ...
In this article, we present Power Agent—a pervasive game designed to encourage teenagers and their f...
This paper presents a study about a \u91serious game\u92, \u93Energy Battle\u94, as a means to influ...
The invisibility and intangibility of energy are key challenges faced by communicators looking to re...
When it comes to motivating teenagers towards energy awareness, new approaches need to be considered...
Pervasive gaming has the potential of transforming the home into a persuasive environment in which t...
Despite the increasing use of technology, there is little research in the marketing literature that ...
Despite the increasing use of technology, there is little research in the marketing literature that ...
EnergyLife is a mobile game application that aims at increasing energy awareness and saving in the h...
Despite the increasing use of technology, there is little research in the marketing literature that ...
Research where gamification is used to influence household energy consumption is an emerging field. ...
Research where gamification is used to influence household energy consumption is an emerging field. ...
The present study tests and compares the efficacy of two different social game modes, collaborative ...
Serious games are digital games, simulations and virtual environments designed for primary purposes ...
Modern electrical grids are increasingly reliant on generation from renewable sources that can vary ...
Modern electrical grids are increasingly reliant on generation from renewable sources that can vary ...
In this article, we present Power Agent—a pervasive game designed to encourage teenagers and their f...
This paper presents a study about a \u91serious game\u92, \u93Energy Battle\u94, as a means to influ...
The invisibility and intangibility of energy are key challenges faced by communicators looking to re...
When it comes to motivating teenagers towards energy awareness, new approaches need to be considered...
Pervasive gaming has the potential of transforming the home into a persuasive environment in which t...
Despite the increasing use of technology, there is little research in the marketing literature that ...
Despite the increasing use of technology, there is little research in the marketing literature that ...
EnergyLife is a mobile game application that aims at increasing energy awareness and saving in the h...
Despite the increasing use of technology, there is little research in the marketing literature that ...
Research where gamification is used to influence household energy consumption is an emerging field. ...
Research where gamification is used to influence household energy consumption is an emerging field. ...
The present study tests and compares the efficacy of two different social game modes, collaborative ...
Serious games are digital games, simulations and virtual environments designed for primary purposes ...