A Social-Centred Gamification Approach to Improve Household Water Use Efficiency

Zhenchen Wang, Andrea Capiluppi*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

4 Citations (Scopus)

Abstract

The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains. Recently, a special interest has been given to the gamification design on systems addressing natural resource consumption issues such as to encourage efficient household water consumption. Despite the potential benefits, the gamification design method for such system is not conclusive. In this paper, we proposed a social-centred gamification approach to improve household water use efficiency. The approach firstly identified the water use related social network activities based upon existing popular social network activities. The approach then gamified each identified activity in terms of traditional instruments for improving water use efficiency and gamification rewards. The approach also used a set of indicators to explicitly detect and monitor both online social network activities and offline water use activities. With this approach the gamification effectiveness can be better traced and evaluated.
Original languageEnglish
Title of host publicationVS-Games 2015 - 7th International Conference on Games and Virtual Worlds for Serious Applications
PublisherInstitute of Electrical and Electronics Engineers Inc.
Number of pages4
ISBN (Print)9781479981021
DOIs
Publication statusPublished - 9-Oct-2015
Externally publishedYes
Event2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2015) - Skovde, Sweden
Duration: 16-Sept-201518-Sept-2015

Conference

Conference2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2015)
Country/TerritorySweden
City Skovde
Period16/09/201518/09/2015

Keywords

  • efficient water use
  • gamification
  • gamification design
  • social network gamification

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