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Exploring gamified persuasive system design for energy saving

机译:探索节能的赌博说服力系统设计

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Purpose The purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior. Design/methodology/approach We performed a large-scale empirical study of 480 participants and analyzed how different HEXAD gamification user types perceive selected persuasive strategies embedded in an energy saving prototype. Furthermore, we investigated the role of existing energy saving behaviors (pro-environmental behavior scale-e.g. regularly turning the lights off) and their effect on the perceived persuasiveness of the proposed persuasive strategies, which may has an impact on the overall design process. Furthermore, we applied partial least squares path modeling and conducted a one-way and repeated measure ANOVA. Findings Results show that user types play an important role in the design of persuasive systems for energy saving. For instance, people with a high tendency toward theSocializeruser type were motivated by almost all of the employed persuasive strategies, whereasPhilanthropistsandPlayersonly to a limited number of strategies. Furthermore, our study reveals that existing behaviors like the individual level of energy conservation influences the perceived persuasiveness of certain strategies and therefore should be considered in the design of such applications. Research limitations/implications Using storyboards to obtain feedback about the perceived persuasiveness of employed strategies has limitations compared to the actual use of a functional prototype. However, to offset that limitation the mock-ups used in the storyboard reflected the actual designs for a real-world prototype. Originality This is the first study that explores how HEXAD gamification user types can be used to inform the design of persuasive applications for energy saving (RQ1). Furthermore, and in particular, this study draws on the challenges when using user types within gamified persuasive systems by highlighting the impact and the importance of considering existing energy saving behaviors (RQ2), which has not been addressed so far.
机译:目的本论文的目的是在游戏化和说服性技术的交叉点上探索以用户为中心的设计可能性,以培养节能行为。设计/方法/途径我们对480名参与者进行了大规模实证研究,并分析了不同的六边形游戏化用户类型如何感知节能原型中嵌入的选定说服策略。此外,我们还调查了现有节能行为(亲环境行为量表——例如定期关灯)的作用及其对建议的说服策略的感知说服力的影响,这可能会对整个设计过程产生影响。此外,我们应用偏最小二乘路径建模,并进行了单向和重复测量方差分析。研究结果表明,用户类型在节能说服系统的设计中起着重要作用。例如,具有高度社交化倾向的人几乎所有的劝说策略都会激发他们的动机,而志愿者和玩家只会使用有限数量的策略。此外,我们的研究表明,现有的行为,如个人节能水平,会影响某些策略的说服力,因此在设计此类应用时应予以考虑。研究局限性/含义与实际使用功能原型相比,使用故事板获取有关所用策略的感知说服力的反馈具有局限性。然而,为了弥补这一限制,故事板中使用的模型反映了真实世界原型的实际设计。独创性这是第一项研究,探索如何利用六边形游戏化用户类型来设计有说服力的节能应用程序(RQ1)。此外,尤其是,本研究通过强调考虑现有节能行为(RQ2)的影响和重要性,利用了在游戏化说服系统中使用用户类型时所面临的挑战,目前尚未解决这一问题。

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