员工档案和偏好对工作场所游戏化节能

D. Kotsopoulos, C. Bardaki, Stavros Lounis, K. Pramatari
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引用次数: 18

摘要

游戏化可以在各个领域影响积极的行为改变,包括节能。本文报告了我们进行的一项调查,该调查旨在全面了解用户在物联网(IoT)支持的游戏化移动应用程序中的个人资料和偏好,该应用程序为员工提供个性化的节能建议,以节省能源并在工作场所采取更环保的行为。收集到的见解表明,如果一款游戏化应用至少包含三个游戏设计元素:进度、关卡和积分,那么它就可能成为用户的日常习惯。此外,我们在游戏元素中补充了现有的关于每种HEXAD游戏化用户类型(慈善家,社交者,自由精神,成就者,破坏者,玩家)要求的设计指南,特别是针对节能应用。因此,我们应用并验证了HEXAD游戏化用户类型在一个新的背景下-多元文化的工作场所-以及领域-节能。此外,收集到的见解启发我们设计了一个模块化的、基于规则的机制,用于根据用户的个人资料和游戏设计选择制定个性化的节能推荐提示。这项研究可以帮助研究人员和从业人员设计个性化的游戏化行为干预措施,特别是在工作场所节能方面。
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Employee Profiles and Preferences towards Workplace Gamification for Energy Conservation
Gamification can be used to effect positive behavioral change in various fields, including energy conservation. This paper reports on a survey we conducted to formulate a holistic view of users’ profiles and preferences in an Internet of Things (IoT)-enabled gamified mobile application that provides personalized energy-saving recommendation tips to employees, towards conserving energy and adopting a more green behavior at the workplace. The collected insight dictates that a gamified app promoting energy saving at the workplace may become a daily habit for its users if it at least includes three game design elements: progression, levels and points. Additionally, we complement existing design guidelines about the requirements of each HEXAD gamification user type (Philanthropist, Socializer, Free Spirit, Achiever, Disruptor, Player) in game elements, specifically for energy efficiency applications. Thus, we apply and validate the HEXAD gamification user typology in a new context – multicultural workplaces – as well as domain – energy-saving. Moreover, the collected insight inspired us to devise a modular, rule-based mechanism for formulating personalized energy-saving recommendation tips tailored to the users’ profiles and game design choices. This research may assist researchers, as well as practitioners, in designing personalized gamified behavioral interventions, especially towards energy conservation in workplaces.
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