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Evaluation of a pervasive game for domestic energy engagement among teenagers
1 references·16 citing·51 second hop
Evaluation of a pervasive game for domestic energy engagement among teenagers (2009)Evaluation of a pervasive game for domest…The measurement of transfer of training. (1948)The measurement of transfer o…Digital solutions for engaging end-consumers in the circular economy of the textile and clothing value chain - A systematic review (2023)Digital solutions for engagin…Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution (2019)Using a serious game to commu…An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)An interdisciplinary perspect…Gamification-based framework for engagement of residential customers in energy applications (2018)Gamification-based framework …How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors? (2017)How Does Serious M‐Game Techn…Energy Efficiency in Public Buildings through Context-Aware Social Computing (2017)Energy Efficiency in Public B…An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning (2017)An Evaluation of Gamified Tra…Understanding how Gamification Influences Behaviour in Social Marketing (2016)Understanding how Gamificatio…Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game (2016)Investigating Flow Experience…Gamification Solutions to Enhance Software User Engagement—A Systematic Review (2016)Gamification Solutions to Enh…Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience (2016)Driven to drive? Investigatin…Brand marketing, big data and social innovation as future research directions for engagement (2016)Brand marketing, big data and…Measuring Effectiveness of Persuasive Games Using an Informative Control Condition (2015)Measuring Effectiveness of Pe…Saving energy in an office environment: A serious game intervention (2014)Saving energy in an office en…Gamification: The Intersection between Behavior Analysis and Game Design Technologies (2014)Gamification: The Intersectio…Exploring the use of a game to stimulate energy saving in households (2012)Exploring the use of a game t…Augmented Learning: Research and Design of Mobile Educational Games (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)Electronic Media–Based Health Interventions Promoting Behavior Change in Youth (2013)Developing a gamified mobile application to encourage sustainable energy use in the office (2018)‘Go with the flow’ for gamification and sustainability marketing (2021)Transfer and degree of integration. (1928)Principles of Behavior (1944)A correlational analysis of skill specificity: Learning, abilities, and individual differences. (1990)Power explorer (2009)Use it or lose it? Wii brain exercise practice and reading for domain knowledge. (2010)Conditioning and learning (2014)Science and Human Behavior (1953)Science and Human Behavior. (1954)From game design elements to gamefulness (2011)Serious Games, Gamification, and Serious Mental Illness: A Scoping Review (2019)When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being (2019)To Do or to Have? That Is the Question. (2003)Customer Engagement (2011)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)The Moderating Effect of Brand Trust on The Relationship Between Customer Brand Engagement and Brand Loyalty: A Conceptual Review (2020)Consumer climate change engagement in fostering well-being and mitigation behaviors (2025)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)A Systematic Review of Gamification Research (2018)Adaptive gamification in E‐learning: A literature review and future challenges (2021)Social robots and gamification for technology supported learning: An empirical study on engagement and motivation (2021)Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior (2002)Gamification in sport apps: the determinants of users' motivation (2020)The Dark Side of Narrow Gamification: Negative Impact of Assessment Gamification on Student Perceptions and Content Knowledge (2020)Gamifying online entrepreneurship education and digital entrepreneurial intentions: An empirical study (2023)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Work gamification: Effects on enjoyment, productivity and the role of leadership (2020)Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes (2018)The key elements of gamification in corporate training – The Delphi method (2021)Game on! A state-of-the-art overview of doing business with gamification (2023)From Game Design Elements to Gamefulness: Defining “Gamification” (2011)Gamification in theory and action: A survey (2014)Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project (2019)Applying cognitive evaluation theory to analyze the impact of gamification mechanics on user engagement in resource recycling (2022)Motivation reconsidered: The concept of competence. (1963)The role of feasibility and desirability considerations in near and distant future decisions: A test of temporal construal theory. (1998)Construal-level theory of psychological distance. (2010)Seeing the invisible hand: Underlying effects of COVID-19 on tourists’ behavioral patterns (2020)A systematic review of the psychological distance of climate change: Towards the development of an evidence-based construct (2022)Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors (2022)
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References

  • 1948The measurement of transfer of training.80 cited

Cited by

  • 2016Gamification Solutions to Enhance Software User Engagement—A Systematic Review175 cited
  • 2014Saving energy in an office environment: A serious game intervention169 cited
  • 2014Gamification: The Intersection between Behavior Analysis and Game Design Technologies158 cited
  • 2017An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning158 cited
  • 2018Gamification-based framework for engagement of residential customers in energy applications148 cited
  • 2016Brand marketing, big data and social innovation as future research directions for engagement129 cited
  • 2019Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution119 cited
  • 2016Understanding how Gamification Influences Behaviour in Social Marketing103 cited
  • 2016Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience93 cited
  • 2012Exploring the use of a game to stimulate energy saving in households79 cited
  • 2015Measuring Effectiveness of Persuasive Games Using an Informative Control Condition70 cited
  • 2017Energy Efficiency in Public Buildings through Context-Aware Social Computing69 cited
  • 2019

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An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes
51 cited
  • 2016Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game48 cited
  • 2017How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors?43 cited
  • 2023Digital solutions for engaging end-consumers in the circular economy of the textile and clothing value chain - A systematic review42 cited