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Tailoring Feedback to Users’ Actions in a Persuasive Game for Household Electricity Conservation

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Persuasive Technology. Design for Health and Safety (PERSUASIVE 2012)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 7284))

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Abstract

Recent work has begun to focus on the use of games as a platform for energy awareness and eco-feedback research. While technical advancements (wireless sensors, fingerprinting) make timely and tailored feedback an objective within easy reach, we argue that taking into account the users’ own personal consumption behavior and tailoring feedback accordingly is a key requirement and a harder challenge. We present a first attempt in this direction, EnergyLife, which is designed to support the users’ actions and embeds contextualized feedback triggered by specific actions of the user, called ‘smart advice’. We conclude by showing the results of a four-month trial with four households that returned promising results on the effectiveness and acceptance of this feature.

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Gamberini, L. et al. (2012). Tailoring Feedback to Users’ Actions in a Persuasive Game for Household Electricity Conservation. In: Bang, M., Ragnemalm, E.L. (eds) Persuasive Technology. Design for Health and Safety. PERSUASIVE 2012. Lecture Notes in Computer Science, vol 7284. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31037-9_9

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  • DOI: https://doi.org/10.1007/978-3-642-31037-9_9

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31036-2

  • Online ISBN: 978-3-642-31037-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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