[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2406367.2406379acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmumConference Proceedingsconference-collections
research-article

Saving energy at work: the design of a pervasive game for office spaces

Published: 04 December 2012 Publication History

Abstract

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.

References

[1]
Amft, O., Medland, R., Foth, M., Petkov, P., Abreu, J., Pereira, F. C., Johnson, P., Brewer, R., Pierce, J., and Paulos, E. Smart Energy Systems. IEEE Pervasive Computing 10, 1 (Jan. 2011), 63--65.
[2]
DiSalvo, C., Sengers, P., and Brynjarsdóttir, H. Mapping the landscape of sustainable HCI. In Proc. CHI 2010, ACM (New York, 2010).
[3]
Elrod, S., Hall, G., Costanza, R., Dixon, M., and Des Rivières, J. Responsive office environments. Communications of the ACM 36, 7 (July 1993), 84--85.
[4]
Fogg, B. Motivating, influencing, and persuading users. In The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications, J. A. Jacko and A. Sears, Eds. L. Erlbaum Associates Inc., Hillsday, 2002, 358--370.
[5]
Foster, D., Lawson, S., Wardman, J., Blythe, M., and Linehan, C. "watts in it for me?": design implications for implementing effective energy interventions in organisations. In Proc. CHI 2012, ACM (New York, 2012).
[6]
Gustafsson, A., Bang, M., and Svahn, M. Power Explorer: a casual game style for encouraging long term behavior change among teenagers. In Proc. ACE 2009, ACM (New York, 2009), 182--189.
[7]
Gustafsson, A., Katzeff, C., and Bang, M. Evaluation of a pervasive game for domestic energy engagement among teenagers. ACM Computers in Entertainment 7, 4 (Dec. 2009), 19.
[8]
Harris, C., and Cahill, V. An empirical study of the potential for context-aware power management. In Proc. UbiComp 2007, Springer (Berlin, Heidelberg, 2007), 235--252.
[9]
Hazas, M., Friday, A., and Scott, J. Look Back before Leaping Forward: Four Decades of Domestic Energy Inquiry. IEEE Pervasive Computing 10, 1 (Jan. 2011), 13--19.
[10]
Jahn, M., Schwartz, T., Simon, J., and Jentsch, M. EnergyPULSE: Tracking Sustainable Behavior in Office Environments. In Proc. e-Energy 2011 (New York, 2011).
[11]
Montola, M. Games and Pervasive Games. In Pervasive Games: Theory and Design, M. Montola, J. Stenros, and A. Waern, Eds. Elsevier, Burlington, MA, 2009, 7--23.
[12]
Moran, S., and Nakata, K. Ubiquitous Monitoring in the Office: Salient Perceptions of Data Collection Devices. In Proc. IEEE SocialCom 2010, IEEE (2010).
[13]
Reeves, B., Cummings, J. J., and Anderson, D. Leveraging the engagement of games to change energy behavior. In Gamification Workshop at CHI 2011 (2011).
[14]
Röcker, C. Information Privacy in Smart Office Environments: A Cross-Cultural Study Analyzing the Willingness of Users to Share Context Information. In Proc. ICCSA 2010, Springer (Berlin, Heidelberg, 2010), 93--106.
[15]
Schmidt, A. Implicit human computer interaction through context. Personal Technologies 4, 2-3 (June 2000), 191--199.
[16]
Siero, F. W., Bakker, A. B., Dekker, G. B., and Van Den Burg, M. T. C. Changing organizational energy consumption behaviour through comparative feedback. J. Environmental Psychology 16, 3 (1996), 235--246.
[17]
Taherian, S., Pias, M., Coulouris, G., and Crowcroft, J. Profiling energy use in households and office spaces. In Proc. e-Energy '10, ACM (New York, Apr. 2010), 21--30.

Cited By

View all
  • (2023)Sustainable Cities With GamificationIntersecting Health, Livability, and Human Behavior in Urban Environments10.4018/978-1-6684-6924-8.ch010(205-226)Online publication date: 3-May-2023
  • (2023)“From Gamers into Environmental Citizens”: A Systematic Literature Review of Empirical Research on Behavior Change Games for Environmental CitizenshipMultimodal Technologies and Interaction10.3390/mti70800807:8(80)Online publication date: 14-Aug-2023
  • (2022)Smartphones in Personal Informatics: A Framework for Self-Tracking Research with Mobile SensingDigital Phenotyping and Mobile Sensing10.1007/978-3-030-98546-2_6(77-104)Online publication date: 23-Jul-2022
  • Show More Cited By

Index Terms

  1. Saving energy at work: the design of a pervasive game for office spaces

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    MUM '12: Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
    December 2012
    383 pages
    ISBN:9781450318150
    DOI:10.1145/2406367
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    • University of Duisburg-Essen

    In-Cooperation

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 04 December 2012

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. designing for the workplace
    2. energy efficiency
    3. pervasive games

    Qualifiers

    • Research-article

    Conference

    MUM '12
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 190 of 465 submissions, 41%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)16
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 22 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2023)Sustainable Cities With GamificationIntersecting Health, Livability, and Human Behavior in Urban Environments10.4018/978-1-6684-6924-8.ch010(205-226)Online publication date: 3-May-2023
    • (2023)“From Gamers into Environmental Citizens”: A Systematic Literature Review of Empirical Research on Behavior Change Games for Environmental CitizenshipMultimodal Technologies and Interaction10.3390/mti70800807:8(80)Online publication date: 14-Aug-2023
    • (2022)Smartphones in Personal Informatics: A Framework for Self-Tracking Research with Mobile SensingDigital Phenotyping and Mobile Sensing10.1007/978-3-030-98546-2_6(77-104)Online publication date: 23-Jul-2022
    • (2021)Persuasiveness of a Game to Promote the Adoption of COVID-19 Precautionary Measures and the Moderating Effect of GenderAdjunct Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization10.1145/3450614.3464623(303-308)Online publication date: 21-Jun-2021
    • (2021)A Persuasive Game to Promote Awareness and Adoption of COVID-19 Precautionary MeasuresAdjunct Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization10.1145/3450614.3461678(83-85)Online publication date: 21-Jun-2021
    • (2021)Age and the persuasiveness of a game to promote the adoption of COVID-19 precautionary measures2021 IEEE 9th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH52098.2021.9551909(1-9)Online publication date: 4-Aug-2021
    • (2021)The EN-Survival Game: An Environmental Game for Residential AccommodationTransforming Society and Organizations through Gamification10.1007/978-3-030-68207-1_6(87-106)Online publication date: 8-May-2021
    • (2020)Toward Improving Building User Energy AwarenessProceedings of the Eleventh ACM International Conference on Future Energy Systems10.1145/3396851.3402647(539-543)Online publication date: 12-Jun-2020
    • (2020)Eco-InfoVis at WorkProceedings of the ACM on Human-Computer Interaction10.1145/33751824:GROUP(1-27)Online publication date: 4-Jan-2020
    • (2019)Approaching Sustainability Learning Via Digital Serious GamesIEEE Transactions on Learning Technologies10.1109/TLT.2018.285877012:3(303-320)Online publication date: 1-Jul-2019
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media