1,288 research outputs found
Review of Serious Energy Games : Objectives, Approaches, Applications, Data Integration, and Performance Assessment
In recent years, serious energy games (SEGs) garnered increasing attention as an innovative and effective approach to tackling energy-related challenges. This review delves into the multifaceted landscape of SEG, specifically focusing on their wide-ranging applications in various contexts. The study investigates potential enhancements in user engagement achieved through integrating social connections, personalization, and data integration. Among the main challenges identified, previous studies overlooked the full potential of serious games in addressing emerging needs in energy systems, opting for oversimplified approaches. Further, these studies exhibit limited scalability and constrained generalizability, which poses challenges in applying their findings to larger energy systems and diverse scenarios. By incorporating lessons learned from prior experiences, this review aims to propel the development of SEG toward more innovative and impactful directions. It is firmly believed that positive behavior changes among individuals can be effectively encouraged by using SEG
The Onlooker: November 21, 1975
November 21, 1975, issue of The Onlooker, a news magazine focused on North Dakota and the issues that impacted the state
Volume 1, Number 14
40 page
Enhance User Engagement using Gamified Ineternet of Things
Gamification is considered as a promising approach to enhance peopleâs engagement in many social or technical systems, thus is supposed to play an important role in future Internet of Everything (IoE). Although gamification elements have already been reported in various IoT research, there still lacks answers about how gamification may affect user engagement in IoT systems and through what paths. In present work, we are synthesizing and analyzing existing research efforts in these emerging fields to provide implications for future IoE development. The results are categorized into three dimensions by considering cognitive-behavioral outcome, procedural stage and population scale
The Lumberjack, February 02, 1982
The student newspaper of Humboldt State University.https://digitalcommons.humboldt.edu/studentnewspaper/3042/thumbnail.jp
Should We Play Games Where Energy Is Concerned? Perceptions of Serious Gaming as a Technology to Motivate Energy Behaviour Change among Social Housing Residents
No embargo required.The invisibility and intangibility of energy are key challenges faced by communicators looking to reduce household energy demand. âSerious gamesââdefined as formalized, goal-oriented games designed to educate, or promote health and well-beingâare one potential strategy that may help to alleviate these challenges. This paper discusses the suitability of serious gaming as an educational and behavioural change tool within the context of social housingâa faction often overlooked when it comes to household energy research. The paper takes a two-part approach. First, we review current literature on serious energy games, and second, we discuss perceptions of serious energy games amongst social housing residents using data from two surveys (Survey A, n = 536; Survey B, n = 78). Perceptions of serious energy games were found to be mixed. Some residents liked the idea of a game for energy, particularly if clear, actionable solutions for reducing energy bills were provided. However, others were disinterested, due to existing time pressures, negative perceptions of gaming, and limited confidence using computers or tablets. As such, uptake may be met with challenges. The findings highlight the need for interdisciplinary collaborations and user-led approaches for the design of successful and engaging serious energy games
The Montclarion, March 15, 1990
Student Newspaper of Montclair State Collegehttps://digitalcommons.montclair.edu/montclarion/1586/thumbnail.jp
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