1,759 research outputs found

    Analysis of the gamification applications to improve the energy savings in residential buildings

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    This paper proposes a set of metrics to evaluate and compare applications in a new but quickly developing field – energy management software (EMS) in residential buildings. The goal of the paper is to highlight tendencies and to detect drawbacks of pre sent applications to develop a new one taking into account the results of previous analysis. It shows a shortlist of applications examined. Provides the conclusion drawing to the metrics and proposes mai n issues to be considered in the development of a new application.Peer ReviewedPostprint (author's final draft

    Personalization in Serious and Persuasive Games and Gamified Interactions

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    © Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, https://doi.org/10.1145/2793107.2810260Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to "one-size-fits all"-systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.Österreichische ForschungsförderungsgesellschaftPeer-reviewe

    Persuading users towards environmentally friendly decisions with green information systems

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    Abstract. This literary survey aims to answer the question “how can we use information green information systems to persuade people to make pro-environmental decisions?” The fast economic growth of human societies has led to increased consumption of natural resources therefore deteriorating the ecological environment. With the rising number of concerns regarding the state of our climate and the environment new innovations are needed. The biggest challenges the environment faces are the consumption habits of the general population. There is real promise in interventions delivered using green information systems. Green information systems are technologies and systems that enable pro-environmental behaviour of people which drives the purpose of persuading behavioural change. Pro-environmental behaviour is any purposeful action that can reduce the negative impacts of that action to the environment. In an ideal situation a pro-environmental behaviour can even bring environmental benefits. Persuasion is the act of changing an individual, or a groups attitudes and behaviour to a desired direction. Persuasion is based on the voluntary nature of the behavioural change, and on the planned, indented outcome. Information systems that are designed to change people’s attitudes and behaviour are known as persuasive systems. A Behaviour Change Support Systems are persuasive systems where the persuasion is the reason for its existence. Nowadays persuasion and persuasive systems are part of the everyday life where persuasion techniques are used by advertisers and marketers. The persuasive systems design model offers three rings of consideration that aim to help the design, development, and evaluation of a persuasive system. There rings are the seven persuasive postulates, persuasive context, and persuasive features. Combining the strategies in persuasive systems design with gamification we can create an effective green information system

    Towards IS-enabled Sustainable Communities – A Conceptual Framework and Research Agenda

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    The trend of urbanization leads to several environmental problems such as shortage of resource, pollution, and rising carbon emissions. In the smart city context sustainable communities are considered as promising measures to tackle these issues. The technological evolution of the recent years offers versatile opportunities to convince people in their behavior and the potential of information systems to support ecological improvements gains increasing importance and interest in research. In this paper we propose a theoretical framework for the design of citizen-centric environmental sustainable information systems to build sustainable communities in smart cities. The framework considers theories and counter measures from psychological, social, environmental, and IS science to create a holistic architecture for green IS implementations. The goal is to drive further research and practical implementations in this domain

    THE ROLE OF GOAL FRAMES REGARDING THE IMPACT OF GAMIFIED PERSUASIVE SYSTEMS ON SUSTAINABLE MOBILITY BEHAVIOR

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    This study analyzes the motivational processes of a gamified persuasive system in an initiative to en-courage sustainable mobility behavior by promoting bike usage. To increase motivation and drive sus-tainable behavior, the design of persuasive systems is gradually advancing. Game-based functions are often implemented to transform the user experience through playful interactions. This paper explores whether the functions implemented within gamified persuasive systems really fulfill an individual’s goals and needs by analyzing the impact of the user’s personal goals on gamified persuasive system usage and the desired outcome in the domain of sustainable mobility behavior. The theoretical basis for this study comes from the goal-framing theory as well as the perspective of functional affordances. The results in this work indicate that the functions implemented are only partially compatible with us-er goals. Furthermore, the results demonstrate that the influence of goals on sustainable mobility be-havior can be increased through the implementation of specific functions within a persuasive system

    BinCam:designing for engagement with Facebook for behavior change

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    Abstract. In this paper we continue work to investigate how we can engage young adults in behaviors of recycling and the prevention of food waste through social media and persuasive and ubiquitous computing systems. Our previous work with BinCam, a two-part design combining a system for the collection of waste-related behaviors with a Facebook application, suggested that although this ubiquitous system could raise awareness of recycling behavior, engagement with social media remained low. In this paper we reconsider our design in terms of engagement, examining both the theoretical and practical ways in which engagement can be designed for. This paper presents findings from a new user study exploring the redesign of the social media interface following this analysis. By incorporating elements of gamification, social support and improved data visualization, we contribute insights on the relative potential of these techniques to engage individuals across the lifespan of a system’s deployment

    Free Ride in Rush-hour Traffic – Designing Gamified Smart Mobility Systems for Sustainable Use

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    A large proportion of traffic congestion can be attributed to daily commute. While smart mobility systems (SMSs) intend to address the resulting challenges by actively changing users’ behavior, many SMSs suffer from users’ meaningful engagement. Research and practice have started examining engagement factors in order to increase meaningful engagement with SMSs. The question of how traffic participants can be continuously involved with SMSs to sustainably change their behavior has not been answered satisfactorily yet. In our paper, we identify relevant gamification elements suitable to improve meaningful engagement based on a literature study and market analysis. We used a design science approach to derive design requirements. Building on these, we assume comprehensive design principles and used them to derive initial design features. With these, we started a first feature configuration and a prototypical app implementation towards designing a sustainable SMS
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