TY - JOUR
T1 - Serious games for energy social science research
AU - Wood, Georgina
AU - van der Horst, Dan
AU - Day, Rosie
AU - Bakaoukas, Anastasios G.
AU - Petridis, Panagiotis
AU - Liu, Shuli
AU - Jalil, Latifimran
AU - Gaterell, Mark
AU - Smithson, Elise
AU - Barnham, John
AU - Harvey, Debbie
AU - Yang, Benqiang
AU - Pisithpunth, Charn
N1 - Publisher Copyright:
© 2014, © 2014 Taylor & Francis.
PY - 2014/11/26
Y1 - 2014/11/26
N2 - This paper proposes a set of criteria for evaluation of serious games (SGs) which are intended as effective methods of engaging energy users and lowering consumption. We discuss opportunities for using SGs in energy research which go beyond existing feedback mechanisms, including use of immersive virtual worlds for learning and testing behaviours, and sparking conversations within households. From a review of existing SG evaluation criteria, we define a tailored set of criteria for energy SG development and evaluation. The criteria emphasise the need for the game to increase energy literacy through applicability to real-life energy use/management; clear, actionable goals and feedback; ways of comparing usage socially and personal relevance. Three existing energy games are evaluated according to this framework. The paper concludes by outlining directions for future development of SGs as an effective tool in social science research, including games which inspire reflection on trade-offs and usage at different scales.
AB - This paper proposes a set of criteria for evaluation of serious games (SGs) which are intended as effective methods of engaging energy users and lowering consumption. We discuss opportunities for using SGs in energy research which go beyond existing feedback mechanisms, including use of immersive virtual worlds for learning and testing behaviours, and sparking conversations within households. From a review of existing SG evaluation criteria, we define a tailored set of criteria for energy SG development and evaluation. The criteria emphasise the need for the game to increase energy literacy through applicability to real-life energy use/management; clear, actionable goals and feedback; ways of comparing usage socially and personal relevance. Three existing energy games are evaluated according to this framework. The paper concludes by outlining directions for future development of SGs as an effective tool in social science research, including games which inspire reflection on trade-offs and usage at different scales.
KW - domestic energy demand
KW - evaluation framework
KW - feedback mechanisms
KW - serious games
UR - http://www.scopus.com/inward/record.url?scp=84916221075&partnerID=8YFLogxK
U2 - 10.1080/09537325.2014.978277
DO - 10.1080/09537325.2014.978277
M3 - Article
AN - SCOPUS:84916221075
SN - 0953-7325
VL - 26
SP - 1212
EP - 1227
JO - Technology Analysis and Strategic Management
JF - Technology Analysis and Strategic Management
IS - 10
ER -