Wattsup?: motivating reductions in domestic energy consumption using social networks
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Engaging energy saving through motivation-specific social comparison
CHI '11 Extended Abstracts on Human Factors in Computing Systems
User acceptance of hedonic information systems
MIS Quarterly
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Forecasting in hierarchical environments
Proceedings of the 25th International Conference on Scientific and Statistical Database Management
Efficient forecasting for hierarchical time series
Proceedings of the 22nd ACM international conference on Conference on information & knowledge management
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Modern demand-side management techniques are an integral part of the envisioned smart grid paradigm. They require an active involvement of the consumer for an optimization of the grid's efficiency and a better utilization of renewable energy sources. This applies especially in so called demand dispatch systems, where consumers are required to proactively communicate their flexibilities. However, a monetary compensation may not sufficiently motivate the individual consumer for a sustainable participation in such a program. The proposed approach uses a motivational framework leveraging the novel area of gamification, which applies well-known game mechanics, such as points and leaderboards, to engage customers in the system. This is accomplished by embedding a special scoring system and social competition aspects into a stimulating user interface for the definition and management of flexible energy demand. In a first user study, the system showed a high user acceptance and the potential to engage consumers in participation.