
{"id":8975,"date":"2012-01-19T12:30:44","date_gmt":"2012-01-19T11:30:44","guid":{"rendered":"https:\/\/ies.solutions\/saving-is-fun-designing-a-persuasive-game-for-power-conservation-2\/?langswitch_lang=en"},"modified":"2019-01-29T12:36:23","modified_gmt":"2019-01-29T11:36:23","slug":"saving-is-fun-designing-a-persuasive-game-for-power-conservation","status":"publish","type":"post","link":"https:\/\/ies.solutions\/en\/saving-is-fun-designing-a-persuasive-game-for-power-conservation\/","title":{"rendered":"Saving is fun: designing a persuasive game for power conservation"},"content":{"rendered":"[lang_en]\nThe paper entitled: <\/p>\n<blockquote><p>Saving is fun: designing a persuasive game for power conservation<\/p><\/blockquote>\n<p>in Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE &#8217;11), ACM, New York, USA, highlights the results of the trials carried out with real households in Catania, Helsinki and Stockolm in the framework of the European Project <a href=\"http:\/\/www.energyawareness.eu\" target=\"_blank\">BeAware<\/a> by the IES team together with other partners of the project.<\/p>\n<p>The PDF version of the article is available for download <a href=\"https:\/\/ies.solutions\/wordpress\/wp-content\/uploads\/EnergyLife_ACE_2011.pdf\">here<\/a>.<\/p>\n<p>Abstract:<\/p>\n<blockquote><p>\nEnergyLife is a mobile game application that aims at increasing energy awareness and saving in the household; it centers around a feedback system with detailed, historical and real time information that is based on wireless power sensors data. The challenge is to provide through feedback knowledge and motivation for sustainable saving. A three-month field test in eight households was organized for EnergyLife. The test involved the automatic collection of access data to the application, and the administration of satisfaction questionnaires, interviews, and usability tasks in the tested families. The paper describes the results of the test and the ensuing re-design strategy, centered on better tailoring the application to the players\u2019 actions. The lessons learned can be useful to other persuasive games, since a good fit to the actions of the user is a precondition of effectiveness of any persuasive application.\n<\/p><\/blockquote>\n<p>Authors: <\/p>\n<blockquote><p>\nLuciano Gamberini, Anna Spagnolli, Nicola Corradi, Luca Zamboni, Michela Perotti, Camilla Cadenazzi, Stefano Mandressi (University of Padua &#8211; Padova, Italy)<br \/>\nGiulio Jacucci (Department of Computer Science University of Helsinki)<br \/>\n<strong>Giovanni Tusa (IES Solutions &#8211; Catania, Italy)<\/strong><br \/>\nChristoffer Bj\u00f6rkskog, Marja Salo, Pirkka Aman (Helsinki Institute for Information Technology HIIT, Aalto University)\n<\/p><\/blockquote>\n[\/lang_en]\n[lang_it]\nL&#8217;articolo intitolato:<\/p>\n<blockquote><p>Saving is fun: designing a persuasive game for power conservation<\/p><\/blockquote>\n<p>presentato all&#8217;ottavo Convegno Internazionale &#8220;Advances in Computer Entertainment Technology&#8221; (ACE &#8217;11), evidenzia i risultati dei trial effettuati con famiglie di Catania, Helsinki e Stoccolma nell&#8217;ambito del progetto europeo <a href=\"http:\/\/www.energyawareness.eu\" target=\"_blank\">BeAware<\/a> da parte del team della IES insieme ad altri partner del progetto.<\/p>\n<p>La versione PDF dell&#8217;articolo \u00e8 disponibile per il download <a href=\"https:\/\/ies.solutions\/wordpress\/wp-content\/uploads\/EnergyLife_ACE_2011.pdf\">qui<\/a>.<\/p>\n<p>Abstract:<\/p>\n<blockquote><p>\nEnergyLife is a mobile game application that aims at increasing energy awareness and saving in the household; it centers around a feedback system with detailed, historical and real time information that is based on wireless power sensors data. The challenge is to provide through feedback knowledge and motivation for sustainable saving. A three-month field test in eight households was organized for EnergyLife. The test involved the automatic collection of access data to the application, and the administration of satisfaction questionnaires, interviews, and usability tasks in the tested families. The paper describes the results of the test and the ensuing re-design strategy, centered on better tailoring the application to the players\u2019 actions. The lessons learned can be useful to other persuasive games, since a good fit to the actions of the user is a precondition of effectiveness of any persuasive application.\n<\/p><\/blockquote>\n<p>Autori: <\/p>\n<blockquote><p>\nLuciano Gamberini, Anna Spagnolli, Nicola Corradi, Luca Zamboni, Michela Perotti, Camilla Cadenazzi, Stefano Mandressi (Universit\u00e0 di Padova &#8211; Padova, Italy)<br \/>\nGiulio Jacucci (Department of Computer Science University of Helsinki)<br \/>\n<strong>Giovanni Tusa (IES Solutions &#8211; Catania, Italy)<\/strong><br \/>\nChristoffer Bj\u00f6rkskog, Marja Salo, Pirkka Aman (Helsinki Institute for Information Technology HIIT, Aalto University)\n<\/p><\/blockquote>\n[\/lang_it]\n","protected":false},"excerpt":{"rendered":"<p>[lang_en] The paper entitled: Saving is fun: designing a persuasive game for power conservation in Proceedings of the 8th International [&hellip;]<\/p>\n","protected":false},"author":427,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_links_to":"","_links_to_target":""},"categories":[85,243],"tags":[106],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.3 - 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