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
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
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
Pervasive learning games: a comparative study
The New Review of Hypermedia and Multimedia - Special issue: Observing users of digital educational technologies
Water wars: designing a civic game about water scarcity
Proceedings of the 8th ACM Conference on Designing Interactive Systems
OZCHI 2010 Doctorial Consortium application
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Persuasive technology considered harmful? an exploration of design concerns through the TV companion
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Saving energy at work: the design of a pervasive game for office spaces
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
Exploring Sustainable Practices in Workplace Settings through Visualizing Electricity Consumption
ACM Transactions on Computer-Human Interaction (TOCHI)
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In this article, we present Power Agent—a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The ideas behind this mobile phone-based game are twofold; to transform the home environment and its devices into a learning arena for hands-on experience with electricity usage and to promote engagement via a team competition scheme. We report on the game's evaluation with six teenagers and their families who played the game for ten days in two cities in Sweden. Data collection consisted of home energy measurements before, during, and after a game trial, in addition to interviews with participants at the end of the evaluation. 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 trial. Although the evaluation does not permit any conclusions as to whether the game had any postgame effects on behavior, we can conclude that the pervasive persuasive game approach appears to be highly promising in regard to energy conservation and similar fields or issues.