ゲーミフィケーションの考え方を用いたエコ表示に関する研究: 家電製品のエコロジカルな使用を促す表示手法の研究 (3)

Translated title of the contribution: The Study of Ecological Indicator Using the Way of Thinking of The Gamification: The study in expressive methods induce ecological using of home electric appliances(3)

Yoshitaka Sugimoto, Takashi Iwasaki

Research output: Contribution to journalArticle

Abstract

Gamification expressions are increasingly popular as means of enhancing user interest and usability in various sectors. However, examples are still rare in the field of ecological indicator of home electric appliances. This research intends to clarify the necessary conditions for effectively utilizing gamification techniques in ecological indicator aimed at encouraging use of ecological home appliances. As a result of surveying gamification in various fields, we found six characteristics intrinsically linked to user behavior :. alternative representation, compatibility, competition, coope‐
ration, practical reward, and virtual reward. These game characteristics are divided into three elements according to the type of user behavior : behavior conversion, behavior empathy, and behavior approval. Therefore, in order to effectively utilize gamification in the ecological indicator of home electric appliances, it is important to adopt contents that are linked to these elements of user behavior.
Translated title of the contributionThe Study of Ecological Indicator Using the Way of Thinking of The Gamification: The study in expressive methods induce ecological using of home electric appliances(3)
Original languageJapanese
Pages (from-to)59-64
Journalデザイン学研究
Volume61
Issue number6
Publication statusPublished - Mar 2015

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