Responsive office environments
Communications of the ACM - Special issue on computer augmented environments: back to the real world
Motivating, influencing, and persuading users
The human-computer interaction handbook
Evaluation of a pervasive game for domestic energy engagement among teenagers
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
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
Mapping the landscape of sustainable HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An empirical study of the potential for context-aware power management
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Profiling energy use in households and office spaces
Proceedings of the 1st International Conference on Energy-Efficient Computing and Networking
Ubiquitous Monitoring in the Office: Salient Perceptions of Data Collection Devices
SOCIALCOM '10 Proceedings of the 2010 IEEE Second International Conference on Social Computing
Look Back before Leaping Forward: Four Decades of Domestic Energy Inquiry
IEEE Pervasive Computing
IEEE Pervasive Computing
ICCSA'10 Proceedings of the 2010 international conference on Computational Science and Its Applications - Volume Part IV
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EnergyPULSE: tracking sustainable behavior in office environments
Proceedings of the 2nd International Conference on Energy-Efficient Computing and Networking
Exploring Sustainable Practices in Workplace Settings through Visualizing Electricity Consumption
ACM Transactions on Computer-Human Interaction (TOCHI)
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Decreasing the energy consumption is an important goal for individuals and public or industrial institutions. Pervasive games have been used to teach people to save energy in private households. We present Climate Race, a pervasive game addressing office workers. In the user-centered design process, three main requirements were identified: unobtrusiveness, cooperative gameplay and privacy. The implemented prototype monitors energy consumption and relates it to the activities of the player by measuring corresponding behavior. It provides feedback through a game application. Participants in a pilot study judged the game to be generally appropriate for the workplace, and changes in motivation were reported. Explicitly requesting feedback was preferred over immediate notifications. Sensor measurements showed that energy-saving situations occurred more often during the study.