家庭节能干预:游戏与仪表板对比

Jan Dirk L. Fijnheer, H. Oostendorp, R. Veltkamp
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引用次数: 14

摘要

本文介绍了一项研究的结果,比较了游戏与仪表盘在家庭节能方面的差异。在前测后测设计中,一项实证研究测试了玩《Powersaver Game》的参与者在家庭节能方面的态度、知识、参与和行为的变化,与使用具有相同内容但不包括游戏功能的能源仪表盘的参与者相比,是否有所不同。这款游戏(游戏邦注:使用以用户为中心的迭代游戏设计方法开发)的目标是通过长期的电力和天然气使用来影响家庭能源消耗。干预时间至少为5周,前后测量间隔为21天。应用程序提供的所有节能活动(例如,在低温下洗衣服)都发生在现实世界中,反馈基于实时能源消耗。这种将真实数据导入游戏的方法旨在优化游戏世界与现实世界之间的传输。与对照组相比,博弈条件下的能量消耗发生了显著变化,干预后两者的差异超过33%。在游戏条件下,节能知识显著增加,但态度和投入的增加没有显著差异。我们的结论是,节电游戏在节能知识的转移上是有效的,从而导致长期的节能行为。然而,不能得出玩游戏会导致更大的态度变化的结论,这可能是因为参与者的态度得分从一开始就很高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Household Energy Conservation Intervention: a Game versus Dashboard Comparison
This paper presents the results of a study, comparing a game versus a dashboard with respect to energy conservation in the household. In a pretest-posttest design, an empirical study tested whether change in attitude, knowledge, engagement and behaviour with respect to energy conservation in the household was different for participants playing Powersaver Game compared to a control condition where participants used an energy dashboard with the same content, but excluding game features. The aim of this game (developed using an iterative user-centered game design methodology) is to influence household energy consumption by means of electricity and gas usage in the long-term. The intervention time was at least 5 weeks and pre and post measures were based on 21 days intervals. All energy conservation activities that the application provides (e.g. washing clothes on low temperatures) take place in the real world and feedback is based on real time energy consumption. This real data into the game approach aims to optimize the transfer between the game world and the real world. Energy consumption significantly changed in the game condition compared to the control condition, and the difference between both conditions is more than 33% after the intervention. In the game condition, knowledge about energy conservation was significantly increased, although no significant differences in increase of attitude and engagement were found. We conclude that Powersaver Game is effective in transfer of energy conservation knowledge, which leads to energy saving behaviour on the long term. However, it cannot be concluded that playing the game leads to a greater change in attitude, probably because attitude scores of the participants were high from the start.
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