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The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption

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Persuasive Technology (PERSUASIVE 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3962))

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Abstract

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.

In the original online version of this paper the title was not correct. The title should read “The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption”. The original online version for this chapter can be found at http://dx.doi.org/10.1007/11755494_18

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© 2006 Springer-Verlag Berlin Heidelberg

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Bang, M., Torstensson, C., Katzeff, C. (2006). The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption. In: IJsselsteijn, W.A., de Kort, Y.A.W., Midden, C., Eggen, B., van den Hoven, E. (eds) Persuasive Technology. PERSUASIVE 2006. Lecture Notes in Computer Science, vol 3962. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11755494_33

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  • DOI: https://doi.org/10.1007/11755494_33

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-34291-5

  • Online ISBN: 978-3-540-34293-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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