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Exploring the use of a game to stimulate energy saving in households
6 references·8 citing·41 second hop
Exploring the use of a game to stimulate energy saving in households (2012)Exploring the use of a game to stimulate …Evaluation of a pervasive game for domestic energy engagement among teenagers (2009)Evaluation of a pervasive gam…Interventions to Break and Create Consumer Habits (2006)Interventions to Break and Cr…Activation of social norms in social dilemmas: A review of the evidence and reflections on the implications for environmental behaviour (2006)Activation of social norms in…Understanding Attitudes and Predicting Social Behavior (1980)Understanding Attitudes and P…Man, Play, and Games. (1963)Man, Play, and Games.Field Theory in Social Science: Selected Theoretical Papers. (1951)Field Theory in Social Scienc…From Energy as a Commodity to Energy as a Service—A Morphological Analysis of Smart Energy Services (2021)From Energy as a Commodity to…Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats (2020)Tailored gamification and ser…Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and Approaches (2020)Serious Games as an Engaging …An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)An interdisciplinary perspect…Approaching Sustainability Learning Via Digital Serious Games (2018)Approaching Sustainability Le…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…Living Lab and Research on Sustainability: Practical Approaches on Sustainable Interaction Design (2013)Living Lab and Research on Su…The measurement of transfer of training. (1948)Gamification: The Intersection between Behavior Analysis and Game Design Technologies (2014)Saving energy in an office environment: A serious game intervention (2014)Gamification Solutions to Enhance Software User Engagement—A Systematic Review (2016)Foundations of social theory (1990)The theory of planned behavior (1991)Governing the Commons: The Evolution of Institutions for Collective Action (1992)Behavioral dimensions of climate change: drivers, responses, barriers, and interventions (2011)The dragons of inaction: Psychological barriers that limit climate change mitigation and adaptation. (2011)Citizens’ willingness to participate in local renewable energy projects: The role of community and trust in Germany (2015)Principles of Behavior (1944)Handbook of Self-Regulation (2000)Does changing behavioral intentions engender behavior change? A meta-analysis of the experimental evidence. (2006)A new look at habits and the habit-goal interface. (2007)Healthcare professionals' intentions and behaviours: A systematic review of studies based on social cognitive theories (2008)A review and analysis of the use of ‘habit’ in understanding, predicting and influencing health-related behaviour (2013)Competing paradigms in qualitative research. (1994)Phenomenological research methods (1994)Using thematic analysis in psychology (2006)Contenidos inmersivos violentos: investigación con eye tracking en jóvenes universitarios en España y Portugal (2020)Digital game-based learning (2003)Serious Games : An Overview (2007)A systematic literature review of empirical evidence on computer games and serious games (2012)An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings (2018)Digitalization boosted recycling: Gamification as an inspiration for young adults to do enhanced waste sorting (2020)The Role of Emotions in Marketing (1999)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)From Elements to Structures: An Agenda for Organisational Gamification (2020)Fuzzy sets (1965)THE BIG FIVE PERSONALITY DIMENSIONS AND JOB PERFORMANCE: A META‐ANALYSIS (1991)Fuzzy sets (1996)New approaches to adapt escape game activities to large audience in chemical engineering: Numeric supports and students’ participation (2020)From Intentions to Actions: A Theory of Planned Behavior (1985)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)Altruism and Prosocial Behavior (2003)The Handbook of Journalism Studies (2009)An Integrated Approach to Communication Theory and Research (2014)
this work references cited by second hop

References

  • 1980Understanding Attitudes and Predicting Social Behavior25,805 cited
  • 1951Field Theory in Social Science: Selected Theoretical Papers.3,502 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2006Interventions to Break and Create Consumer Habits1,218 cited
  • 2006Activation of social norms in social dilemmas: A review of the evidence and reflections on the implications for environmental behaviour472 cited
  • 2009Evaluation of a pervasive game for domestic energy engagement among teenagers179 cited

Cited by

  • 2017Energy Efficiency in Public Buildings through Context-Aware Social Computing69 cited
  • 2020Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats55 cited
  • 2019An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes51 cited
  • 2017How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors?43 cited
  • 2020Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and Approaches36 cited
  • 2018Approaching Sustainability Learning Via Digital Serious Games35 cited
  • 2021From Energy as a Commodity to Energy as a Service—A Morphological Analysis of Smart Energy Services15 cited
  • 2013

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Living Lab and Research on Sustainability: Practical Approaches on Sustainable Interaction Design
13 cited