Increasing Energy Efficiency With Entertainment Media

Increasing Energy Efficiency With Entertainment Media
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通过娱乐媒体提高能源效率

DOI:
10.1177/0013916513506442
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发表时间:
2015
影响因子:
5.7
通讯作者:
Leo Yeykelis
Leo Yeykelis
中科院分区:
心理学2区
文献类型:
--
作者:
Byron Reeves;James J. Cummings;James K. Scarborough;Leo Yeykelis

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对消费者来说,能源信息可能既复杂又无趣。游戏为家庭能源信息提供了一个引人注目的新环境,可能会吸引消费者并改变他们的行为。基于对游戏元素在严肃情境中的有效性的研究,我们制作了一款关于虚拟家庭能源使用的专业品质社交游戏。在一项实验室实验中,玩30分钟的游戏会显著提高游戏结束后的节能行为(如关掉房间灯)。在同一款游戏的现场测试中,智能电表数据显示,与游戏前后30天的时间段相比,用电量显著下降。综上所述,这些结果表明,嵌入在娱乐商业级游戏中的能源信息可以产生能源行为的重大变化。
Energy information for consumers can be complex and uninteresting. Games offer a compelling new context for home energy information that may engage consumers and change behaviors. Based on research showing the effectiveness of game elements used in serious contexts, we built a professional quality social game about energy use in a virtual home. In a laboratory experiment, playing the game for 30 min resulted in significant increases in energy efficient behaviors (e.g., turning off room lights) after play ended. In a field test of the same game, smart meter data showed a significant decrease in electricity usage compared with 30-day periods before and after play. Taken together, these results demonstrate that energy information embedded in an entertaining commercial-grade game can produce significant changes in energy behavior.