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Should We Play Games Where Energy Is Concerned? Perceptions of Serious Gaming as a Technology to Motivate Energy Behaviour Change among Social Housing Residents
13 references·0 citing·52 second hop
Should We Play Games Where Energy Is Concerned? Perceptions of Serious Gaming as a Technology to Motivate Energy Behaviour Change among Social Housing Residents (2018)Should We Play Games Where Energy Is Conc…A State-of-the-Art Systematic Content Analysis of Games for Health (2018)A State-of-the-Art Systematic…The Gameful World (2015)The Gameful WorldSaving energy in an office environment: A serious game intervention (2014)Saving energy in an office en…Informing Versus Nudging in Environmental Policy (2014)Informing Versus Nudging in E…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A meta-analysis of serious digital games for healthy lifestyle promotion (2014)A meta-analysis of serious di…Increasing Energy Efficiency With Entertainment Media (2013)Increasing Energy Efficiency …The impact of smart driving aids on driving performance and driver distraction (2011)The impact of smart driving a…Serious Games (2009)Serious GamesHeart Strings and Purse Strings (2004)Heart Strings and Purse Strin…Time Discounting and Time Preference: A Critical Review (2002)Time Discounting and Time Pre…Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Building a practically useful…The theory of planned behavior (1991)The theory of planned behaviorAugmented 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)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Judgment under Uncertainty: Heuristics and Biases (1974)Judgment under Uncertainty: Heuristics and Biases (1975)The Framing of Decisions and the Psychology of Choice (1981)A better carbon footprint label (2016)How green is your packaging—A comparative international study of cues consumers use to recognize environmentally friendly packaging (2020)Sustainable Consumption Research and the Role of Marketing: A Review of the Literature (1976–2021) (2022)Measuring inconsistency in meta-analyses (2003)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial. (2013)Games for Health for Children—Current Status and Needed Research (2015)Success factors for serious games to enhance learning: a systematic review (2016)Introduction to Meta‐Analysis (2021)Coefficient Alpha and the Internal Structure of Tests (1951)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. 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(2006)7 Emotion in Organizations (2007)Influencing behaviour: The mindspace way (2011)Prospect Theory: An Analysis of Decision under Risk (1979)Self-efficacy: the exercise of control (1997)New Directions in Goal-Setting Theory (2006)The Psychological Distance of Climate Change (2011)Motivation and social cognitive theory (2019)Applied Games – In Search of a New Definition (2015)A Wide View on Gamification (2018)A framework and immersive serious game for mild cognitive impairment (2021)Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010)Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs (2012)A Brief History of Serious Games (2016)
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References

  • 1991The theory of planned behavior90,729 cited
  • 2002Building a practically useful theory of goal setting and task motivation: A 35-year odyssey.7,759 cited
  • 2002Time Discounting and Time Preference: A Critical Review6,395 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2004Heart Strings and Purse Strings958 cited
  • 2009Serious Games500 cited
  • 2014A meta-analysis of serious digital games for healthy lifestyle promotion414 cited
  • 2014Informing Versus Nudging in Environmental Policy250 cited
  • 2014Saving energy in an office environment: A serious game intervention169 cited
  • 2015The Gameful World139 cited
  • 2013Increasing Energy Efficiency With Entertainment Media101 cited
  • 2011The impact of smart driving aids on driving performance and driver distraction91 cited
  • 2018A State-of-the-Art Systematic Content Analysis of Games for Health89 cited

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