Competition in a Household Energy Conservation Game
Autor: | Fijnheer, Jan Dirk, van Oostendorp, Herre, Giezeman, G.J., Veltkamp, Remco C., Sub General Interaction, Sub Multimedia & Geometry begr. 1/1/13, Sub Multimedia, General Interaction |
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Přispěvatelé: | Sub General Interaction, Sub Multimedia & Geometry begr. 1/1/13, Sub Multimedia, General Interaction |
Jazyk: | angličtina |
Rok vydání: | 2021 |
Předmět: |
behavior change
Energy (esotericism) Geography Planning and Development TJ807-830 Management Monitoring Policy and Law TD194-195 reality enhanced games user studies attitude change Renewable energy sources Microeconomics Competition (economics) SDG 13 - Climate Action Economics GE1-350 gamification SDG 7 - Affordable and Clean Energy energy conservation Environmental effects of industries and plants Renewable Energy Sustainability and the Environment Behavior change Energy consumption SDG 11 - Sustainable Cities and Communities Term (time) Human-Computer Interaction Energy conservation Environmental sciences Attitude change SDG 12 - Responsible Consumption and Production Path analysis (computing) competition |
Zdroj: | Sustainability Volume 13 Issue 21 Sustainability, Vol 13, Iss 11991, p 11991 (2021) Sustainability (Switzerland), 13(21), 1. MDPI |
ISSN: | 2071-1050 |
DOI: | 10.3390/su132111991 |
Popis: | This paper presents the results of a game study, comparing Powersaver Game including a competition feature versus the same game excluding a competition feature with respect to energy conservation in the household. In a pretest–posttest design, we tested whether change in attitude, knowledge and behavior with respect to energy conservation in the household was different for participants playing Powersaver Game with or without competition. All energy conservation activities that the application provides (e.g., washing clothes at low temperatures) take place in the real world and feedback is based on real-time energy consumption. This so-called reality-enhanced game approach aims to optimize the transfer between the game world and the real world. Household energy consumption changed significantly and positively in the long term due to competition. A significant difference of 8% in energy consumption between both conditions after the intervention was detected. Besides energy conservation, no further differences were detected between conditions. The chain of events, that an increase in knowledge leads to attitude change, which in turn results in behavior change in the long term is confirmed by means of a path analysis. We conclude that Powersaver Game is effective in the transfer of energy conservation knowledge, which leads to energy saving behavior in the long term while competition additionally contributes to more change in behavior. |
Databáze: | OpenAIRE |
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