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Household Energy Conservation Intervention: a Game versus Dashboard Comparison
International Journal of Serious Games Pub Date : 2019-09-20 , DOI: 10.17083/ijsg.v6i3.300
Jan Dirk Lou Fijnheer , Herre Van Oostendorp , Remco Veltkamp

This paper presents the results of a study, comparing a game versus a dashboard with respect to energy conservation in the household. In a pretest-posttest design, an empirical study tested whether change in attitude, knowledge, engagement and behaviour with respect to energy conservation in the household was different for participants playing Powersaver Game compared to a control condition where participants used an energy dashboard with the same content, but excluding game features. The aim of this game (developed using an iterative user-centered game design methodology) is to influence household energy consumption by means of electricity and gas usage in the long-term. The intervention time was at least 5 weeks and pre and post measures were based on 21 days intervals. All energy conservation activities that the application provides (e.g. washing clothes on low temperatures) take place in the real world and feedback is based on real time energy consumption. This real data into the game approach aims to optimize the transfer between the game world and the real world. Energy consumption significantly changed in the game condition compared to the control condition, and the difference between both conditions is more than 33% after the intervention. In the game condition, knowledge about energy conservation was significantly increased, although no significant differences in increase of attitude and engagement were found. We conclude that Powersaver Game is effective in transfer of energy conservation knowledge, which leads to energy saving behaviour on the long term. However, it cannot be concluded that playing the game leads to a greater change in attitude, probably because attitude scores of the participants were high from the start.

中文翻译:

家庭节能干预:游戏与仪表盘比较

本文介绍了一项研究结果,将游戏与仪表板在家庭节能方面进行了比较。在前测-后测设计中,一项实证研究测试了参加Powersaver Game的参与者与家庭使用节能相关的态度,知识,参与和行为方面的变化是否与参与者使用相同能量表的控制条件相比是否有所不同。内容,但不包括游戏功能。该游戏(使用迭代的以用户为中心的游戏设计方法开发)的目的是通过长期用电和用气来影响家庭能源消耗。干预时间至少为5周,前后的测量基于21天的间隔。应用程序提供的所有节能活动(例如,在低温下洗衣服)发生在现实世界中,反馈基于实时能耗。这种将真实数据导入游戏的方法旨在优化游戏世界与现实世界之间的转移。与控制条件相比,游戏条件下的能源消耗发生了显着变化,干预后两种条件之间的差异超过33%。在游戏条件下,关于节能的知识显着增加,尽管在态度和参与度上没有发现显着差异。我们得出的结论是,Powersaver Game可有效地传播节能知识,从而长期实现节能行为。但是,不能得出结论,玩游戏会导致态度发生较大变化,
更新日期:2019-09-20
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