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Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games
Young Energy II.
RISE, Swedish ICT, Interactive Institute. Energy Design.
RISE, Swedish ICT, Interactive Institute. Energy Design.
Number of Authors: 3
2006 (English)In: Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings., Springer , 2006, 11, Vol. 3962, 167-170 p.Chapter in book (Refereed)
Abstract [en]

Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in the domestic setting. PowerAgent is connected to the household’s automatic electricity meter reading equipment via the cell network, and this setup makes it possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game.

Place, publisher, year, edition, pages
Springer , 2006, 11. Vol. 3962, 167-170 p.
Series
, Lecture Notes in Computer Science
National Category
Computer and Information Science
Identifiers
URN: urn:nbn:se:ri:diva-23697ISBN: 3-540-34291-5ISBN: 3-540-34291-5ISBN: 3-540-34291-5OAI: oai:DiVA.org:ri-23697DiVA: diva2:1042774
Projects
Young Energy II
Available from: 2016-10-31 Created: 2016-10-31

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