ゲーミフィケーションを用いたエコ表示に関する調査及びユーザ評価: 家電製品のエコロジカルな使用を促す表示手法の研究 (4)

Translated title of the contribution: An Investigation and User Evaluation of Use of Gamification in Ecological Indicators: The study in expressive methods induce ecological using of home electric appliances(4)

Research output: Contribution to journalArticlepeer-review

Abstract

Based on surveys on successful uses of gamification in diverse fields, the authors derived a hypothesis that use of three game elements of “behavior conversion”, “behavior empathy”, and “behavior approval” for expressing the acts of users is essential for effective use of gamification in ecological indicator of home electric appliances. In this study, the derived hypothesis was verified by examining continuous use of refrigerator, which is a household appliance that consumes a large amount of energy. On the other hand ,the investigation suggested that for household and other appliances that are used over a long period of time, the game elements should be modified so as to match the users and to continue attracting the users to the ecological indicator. The use of gamification for the ecological indicator was shown to be effective not in suppressing or preventing users from performing a necessary act but in promoting their energy-saving consciousness.
Translated title of the contributionAn Investigation and User Evaluation of Use of Gamification in Ecological Indicators: The study in expressive methods induce ecological using of home electric appliances(4)
Original languageJapanese
Pages (from-to)65-70
Journalデザイン学研究
Volume63
Issue number2
Publication statusPublished - Jul 2016

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