The ambient wood journals: replaying the experience
Proceedings of the fourteenth ACM conference on Hypertext and hypermedia
An extensive empirical study of feature selection metrics for text classification
The Journal of Machine Learning Research
Life on the edge: supporting collaboration in location-based experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Promoting new patterns in household energy consumption with pervasive learning games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Power explorer: a casual game style for encouraging long term behavior change among teenagers
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Locast H2Flow: contextual learning through mobile video and guided documentary production
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
AULURA: engaging users with ambient persuasive technology
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
Teenagers talking about energy: using narrative methods to inform design
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Cooking behaviours: understanding energy use to design persuasive applications
Proceedings of the 6th International Conference on Persuasive Technology: Persuasive Technology and Design: Enhancing Sustainability and Health
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In this paper, we present Power Agent - a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The idea behind this mobile phone-based game was twofold; to transform the home environment and its devices into a learning arena for hands on experience with electricity usage and to promote engagement by means of a team competition scheme. We report on its evaluation with six teenagers and families that were playing the game for ten days in two cities in Sweden. Data collection consisted of home energy measurements before, during and after game play in addition to interviews with participants after the game session. The results suggest that the game concept was highly efficient in motivating and engaging the players and their families to change their daily energy consumption patterns during the game sessions. The study indicates that pervasive games for behavior change and learning may also be appropriate to approach related domains such as environmental conservation and lifestyle-induced health problems.