Things that make us smart: defending human attributes in the age of the machine
Things that make us smart: defending human attributes in the age of the machine
Humor in task-oriented computer-mediated communication and human-computer interaction
CHI 98 Cconference Summary on Human Factors in Computing Systems
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
The Effects of Mood on Individuals' Use of Structured Decision Protocols
Organization Science
Virtual fitness: stimulating exercise behavior through media technology
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
A bright green perspective on sustainable choices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Design with Intent: Persuasive Technology in a Wider Context
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Evaluation of a pervasive game for domestic energy engagement among teenagers
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Evaluation of a pervasive game for domestic energy engagement among teenagers
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Mapping the landscape of sustainable HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
iParrot: towards designing a persuasive agent for energy conservation
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
HCI & sustainable food culture: a design framework for engagement
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Means based adaptive persuasive systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Farmer's tale: a facebook game to promote volunteerism
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Power ballads: deploying aversive energy feedback in social media
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Persuasive technology for human well-being: setting the scene
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
GooGreen: towards increasing the environmental awareness of households
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: towards mobile and intelligent interaction environments - Volume Part III
Domestic artefacts: sustainability in the context of indian middle class
Proceedings of the 4th international conference on Intercultural Collaboration
Behavior wizard: a method for matching target behaviors with solutions
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
Behaviour change interventions: teenagers, technology and design
Proceedings of the 12th International Conference on Interaction Design and Children
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Persuasive technologies can be useful to modify behaviors related to energy usage. In this paper, we present the PowerHouse a computer game designed to influence behaviors associated with energy use and promote an energy-aware lifestyle among teenagers. This prototype game aims to influence a set of target activities in the home using several persuasive techniques. Employing the format of a reality TV show (docu soap), the game informs implicitly and explicitly about various energy-efficient actions. We discuss our overall game design and its advantages and disadvantages in relation to the methods we have employed in the game.