Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and Approaches

Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and Approaches
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严肃游戏作为建筑能源消耗的参与媒介:趋势、类别和方法回顾

DOI:
--
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发表时间:
2020
期刊:
影响因子:
3.9
通讯作者:
A. Shukla
A. Shukla
中科院分区:
环境科学与生态学3区
文献类型:
--
作者:
Xianfeng Wu;Shuli Liu;A. Shukla

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严肃游戏作为一种关于能源消耗的吸引人的媒介,最近变得越来越受欢迎,因为它们提供了一种吸引最终用户的教育机制。严肃游戏在吸引和教育最终用户方面的新应用在过去几年中得到了验证。然而,目前对该领域的研究较少,对其发展趋势、分类和方法等方面的研究较少。拟议的文件审查严重的游戏作为一个从事建筑能源消耗的媒介。研究的重点是与能源消费意识有关的教育在激励最终用户节约能源和作出知情决定以改变与能源有关的行为方面的作用。本研究强调强调的方法,强调从一些效率相关的严重游戏确定的问题。这项调查表明,在一个安全、有趣和互动的环境中,严肃的游戏可能会对改变户主的家庭习俗产生潜在影响。这将使住户能够研究满足能源消耗目标的替代方法,并认识到其节能潜力的局限性。它的结论是,目前,严重的游戏不利用能源监测和分计量,或现实生活中的能源行为的机会。同时,现有的能源严肃游戏有效性评价框架仍需进一步发展。然而,积极参与能源监测为过去在减少能源使用方面取得的许多成功做出了贡献,而游戏化和严肃游戏在这些成就的基础上显示出巨大的潜力。
Serious games, as an engaging medium on energy consumption, have recently become more popular, as they present an educational mechanism to engage end-users. A novel application of serious games in engaging and educating end-users has been validated during the last years. However, there is little research focusing on the review of its development trends, categories and approaches. The proposed paper reviews serious games as an engaging medium for building energy consumption. The research focuses on the role of energy-consumption awareness-related education in motivating end-users to save energy and make informed decisions to change energy-related behaviours. This research stresses the approaches to underlining the issue as ascertained from a number of efficiency-related serious games. The investigation suggests the potential impact that serious games can have on changing the domestic practices of householders, in a safe, fun and interactive environment. This would enable householders to investigate alternative ways of meeting energy-consumption targets and realise the limits to their energy-saving potential. It concludes that at present, serious games do not take advantage of the opportunities available in energy monitoring and sub-metering, or real-life energy behaviours. Meanwhile, the existing evaluation framework for the effectiveness of an energy serious game still needs to be further developed. However, active engagement in energy monitoring has contributed to numerous past successes in energy use reduction, and gamification and serious games show great potential for building upon these achievements.
DOI: --
发表时间: 2014
期刊: BEHAVE (Behaviour & Energy Efficiency) 2104
影响因子: --
作者:
Stone, R.J.
通讯作者: Stone, R.J.
新兴交互技术对英国社会住房能源使用的影响
DOI: 10.5334/fce.36
发表时间: 2018
影响因子: --
作者:
Liu S
通讯作者: Liu S
DOI: 10.1016/j.apenergy.2014.10.057
发表时间: 2015-01-15
期刊: APPLIED ENERGY
影响因子: 11.2
作者:
Bale, Catherine S. E.;Varga, Liz;Foxon, Timothy J.
通讯作者: Foxon, Timothy J.