Gustafsson, Anton and Bång, Magnus and Svahn, Mattias (2009) Power Explorer – a casual game style for encouraging long term behavior change among teenagers. In: Proceedings of the International Conference on Advances in Computer Enterntainment Technology. ACM International Conference Proceeding Series (422). ACM New York, NY, USA, pp. 182-189.
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Official URL: http://doi.acm.org/10.1145/1690388.1690419
When it comes to motivating teenagers towards energy awareness, new approaches need to be considered. One such is the use of pervasive games connected to the players own energy consumption. Earlier work has confirmed this to be a highly effective approach. The question however remains if post game effects on behavior can be achieved. In this paper we try to answer this by trying out a slightly different design compared to previous work. The hypothesis is that a more casual game play and a richer learning interaction enabled by building the game on a real time sensor system could stimulate more lasting effects. Electric consumption data after the 7 days evaluation on a test group of 15 players shows tentative indications for a persistent post game effect compared to the control group of 20 households. Findings also show a statistically significant positive change in the players’ attitude towards saving energy compared to the same group. Findings, at the same time, also indicate a negative effect on the player’s attitude toward environmental questions in general.
|Item Type:||Book Section|
|Uncontrolled Keywords:||Pervasive games, serious games, persuasive games, advergames, energy conservation, behavior change.|
|Deposited By:||Anton Gustafsson|
|Deposited On:||26 Apr 2010 07:08|
|Last Modified:||26 Apr 2010 07:08|
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