SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings
3 references·2 citing·23 second hop
An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings (2018)An IoT-Based Gamified Approach for Reduci…Energy Efficiency in Public Buildings through Context-Aware Social Computing (2017)Energy Efficiency in Public B…Saving energy in an office environment: A serious game intervention (2014)Saving energy in an office en…Learning principles and interaction design for ‘Green My Place’: A massively multiplayer serious game (2011)Learning principles and inter…Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)Gamification for sustainabili…Gamification Reloaded (2021)Gamification ReloadedAugmented Learning: Research and Design of Mobile Educational Games (2008)Evaluation of a pervasive game for domestic energy engagement among teenagers (2009)A systematic literature review of empirical evidence on computer games and serious games (2012)Developing a gamified mobile application to encourage sustainable energy use in the office (2018)Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution (2019)‘Go with the flow’ for gamification and sustainability marketing (2021)Schedules of reinforcement. (1957)A Pattern Language (1977)What Video Games Have to Teach Us about Learning and Literacy (2004)Cardiovascular physiology predicts learning effects in a serious game activity (2012)A Design Science Approach To Gamify Education: From Games To Platforms (2015)Exploring the world through small green steps (2018)Digital game-based learning (2003)Serious Games : An Overview (2007)Digitalization boosted recycling: Gamification as an inspiration for young adults to do enhanced waste sorting (2020)Flow: the psychology of optimal experience (1990)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)From game design elements to gamefulness (2011)“Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants (2022)How to Design Audio-Gamification for Language Learning with Amazon Alexa?—A Long-Term Field Experiment (2022)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Software survey: VOSviewer, a computer program for bibliometric mapping (2009)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)
this work references cited by second hop

References

  • 2014Saving energy in an office environment: A serious game intervention169 cited
  • 2017Energy Efficiency in Public Buildings through Context-Aware Social Computing69 cited
  • 2011Learning principles and interaction design for ‘Green My Place’: A massively multiplayer serious game52 cited

Cited by

  • 2024Gamification for sustainability: A systematic review of applications, trends, and opportunities43 cited
  • 2021Gamification Reloaded30 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work