The PowerHouse: a persuasive computer game designed to raise awareness of domestic energy consumption

  • Authors:
  • Magnus Bang;Carin Torstensson;Cecilia Katzeff

  • Affiliations:
  • Interactive Institute, Eskilstuna, Sweden;Interactive Institute, Eskilstuna, Sweden;Interactive Institute, Eskilstuna, Sweden

  • Venue:
  • PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
  • Year:
  • 2006

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Abstract

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.