Selecting Persuasive Strategies and Game Design Elements for Encouraging Energy Saving Behavior
<p>Two example storyboards for strategies: reduction (<b>above</b>) and social comparison (<b>below</b>).</p> "> Figure 2
<p>Means of persuasiveness for each strategy from responses of all respondents.</p> "> Figure 3
<p>Paired means of each persuasive strategies for two age groups.</p> "> Figure 4
<p>Paired means of persuasive strategies for the groups with different environmental awareness levels.</p> "> Figure 5
<p>Example cards for game elements.</p> "> Figure 6
<p>Example applications of In-Snergy Family.</p> ">
Abstract
:1. Introduction
2. Literature Review
2.1. Persuasive Technology and Persuasive Strategy
2.2. Gamification and Game Elements
2.3. Persuasive Strategies and Gamification
2.4. Cases of Design for Energy-Saving Behavior
- (A)
- Information systems put in smart home platforms: Karlin et al. [25] defined a smart home platform as a software platform that delivered a managed environment and provided core household services to enable a standardized way for devices and appliances to interact. A group as a good example is often called home energy management systems (HEMS) that generate and deliver various reports, analyses, and plots for energy usage to the users. Case examples referred to the above description include In-Snergy Family, Presence Pro Energy, and Wiser Smart.
- (B)
- Information systems set for data analytics: Karlin et al. [25] mentioned that data analytics platforms could help analyze large volumes of data collected from smart hardware or utility meters to provide insight about energy usage. For example, Opower provides services to utility companies and helps analyze the energy usage data and generate energy usage reports delivered to their customers. In the US, a program called “green button” is executed for encouraging consumers to understand and manage their energy usage by downloading their energy usage data from the utility companies. Thus, several apps with green button have been developed, such as Leafully, Kill-Ur-Watts, and WattzOn.
- (C)
- Web and mobile application platform: Some applications related to energy saving or reducing climate change effects are developed and can be downloaded for free from application stores. Examples like Oroeco and Low Carbon Emission allow users to log in and manually input their living patterns and energy-saving actions so that the carbon emissions of self-reported behavior could be calculated and presented. JouleBug is another social mobile application that could record energy-saving actions undertaken by users, and users can share the performance of energy-saving behavior to their social networks. An information system called “Professor Tanda” (Chamberlain et al. [26]) is also an application working on mobile phones that can collect users’ habits or activities through a series of dialogs between users and the virtual Professor Tanda.
3. Screening Relevant Persuasive Strategies and Questionnaire Design
4. Statistical Analyses for Recommending Persuasive Strategies for Different Users
4.1. Persuasive Strategies for Users of Different Ages
4.2. Persuasive Strategies for Groups with Different Environmental Awareness Levels
5. Mapping Game Design Elements to Persuasive Strategies
- (1)
- Gamification techniques were collected from the literature, e.g., Xu [35] listed seven gamification techniques, Werbach and Hunter [15] mentioned 30 gamification techniques and game dynamics, and Uskov and Sekar [36] listed 20 gamification techniques. Besides, some gamification techniques were collected from well-known gamification websites, e.g., Schonfeld [37] listed 47 gamification techniques, Manrique [38] provided 35 gamification techniques toolkit, and Marczewski [39] proposed 47 gamification techniques. If all of these were included, a total of 187 gamification techniques are collected.
- (2)
- If categorizing them with the MDA framework, 72 gamification techniques were identified as game mechanics, 77 gamification techniques were identified as game dynamics, 29 gamification techniques were game aesthetics, and 9 gamification techniques do not fall into any categories of MDA. After excluding the nine gamification techniques that do not fall into MDA and those of game aesthetics, since they are simply explaining how users would react and feel about gamification, 149 game design elements were left after screening. The screening was conducted by checking whether game design elements were overlapped or have similar descriptions. These 149 game design elements were further reduced to 41 game design elements (18 game mechanics and 23 game dynamics).
- (3)
- At this stage, the above 41 game design elements were presented to 3 domain experts for further screening, after turning each technique into a card with a short description and a simple sketch (examples are in Figure 5). When a card that was presented to experts caused confusion, the card was erased or combined with another card (technique). The purpose is to avoid vague or dependent design concepts being presented repeatedly and causing confusion in the mapping of the affinity diagram. As a result, twelve game mechanics and game dynamics were eliminated or merged into others. A total of 29 game design elements were chosen for conducting an affinity diagram. In Table 4, the total 29 game design elements are presented.
6. An Illustrative Example for Applying the Research Results
7. Conclusions
Acknowledgments
Author Contributions
Conflicts of Interest
Appendix A
No. | Persuasive Strategy | Examples |
---|---|---|
S1 | Reduction | Turns off all lamps in other rooms as a user chooses “sleep” mode. |
S2 | Suggestions | Suggests when to use the appliances with high power consumption when there is different time of use rates. |
S3 | Creating of awareness | Reminds users that climate change will cause natural disaster. |
S4 | Cooperation | Shows the total energy savings due to efforts of users and their friends. |
S5 | Rewards | Provides users with gifts for their energy savings. |
S6 | Reminders | Reminds users that their energy uses have abnormal increases. |
S7 | Goal-setting | Enables users to make specific commitments to achieving certain goals, e.g., 5 kg CO2 reduction every week. |
S8 | Social comparison | Lets users compare their CO2 reduction with those of their friends. |
S9 | Simulation | Shows how much CO2 reduction is achieved if users perform certain energy-saving behaviors. |
S10 | Personalization | Provides a customized plan for energy saving after users input their personal data. |
S11 | Self-monitoring | Keeps track of users’ energy consumption, e.g., users can check their energy use every week. |
S12 | Normative influence | Collects and shows comments from other people about users’ energy consumption. |
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No. | Persuasive Strategy | Description |
---|---|---|
S1 | Reduction (RDCT) | Reduces complex behavior into simple tasks to help users perform target behavior, and it may increase the benefit/cost ratio of behavior. |
S2 | Suggestions (SUGT) | Offering fitting suggestions will have greater persuasive power. |
S3 | Creating of awareness (AWRN) | Provides graphical design to create the awareness of certain aspects and facts. |
S4 | Cooperation (COOP) | Motivates users to adopt a target attitude or behavior by leveraging human beings’ natural drive to co-operate. |
S5 | Rewards (REWD) | Rewarding target behavior may have great persuasive powers. |
S6 | Reminders (RMID) | Reminds users of their target behavior so that those users will more likely achieve their goals. |
S7 | Goal-setting (GOLSET) | Enables users to make specific commitments to achieving a certain goal. |
S8 | Social comparison (CMPR) | Lets users have a great motivation to perform target behavior if they can compare their performance with others. |
S9 | Simulation (SIML) | Providing simulations can persuade users by enabling users to observe immediately the link between cause and effect. |
S10 | Personalization (PERS) | Offering personalized content or services has a greater capability for persuasion. |
S11 | Self-monitoring (SEM) | Keeping track of one’s own performance or status supports users in achieving goals. |
S12 | Normative influence (NRMI) | Leveraging normative influence or peer pressure increases the likelihood that a person will adopt target behavior. |
Gender | Frequency | Percent | Age | Frequency | Percent |
Male | 113 | 51.1 | Under 20 | 9 | 4.1 |
Female | 108 | 48.9 | 21–30 | 112 | 50.7 |
Total | 221 | 100 | 31–40 | 52 | 23.5 |
Educational level | Frequency | Percent | 41–50 | 27 | 12.2 |
Junior high school | 2 | 0.90 | Over51 | 21 | 9.5 |
Senior high school | 25 | 11.31 | Total | 221 | 100 |
College | 117 | 52.94 | Occupation | Frequency | Percent |
Graduate school | 77 | 34.84 | Students | 54 | 24.4 |
Total | 221 | 100 | Manufacture | 22 | 10.0 |
Monthly income (NTD) | Frequency | Percent | Business | 23 | 10.4 |
Less than $10,000 | 50 | 22.6 | Service | 43 | 19.5 |
$10,000–$30,000 | 57 | 25.8 | Government employees | 29 | 13.1 |
$30,000–$50,000 | 69 | 31.2 | Freelance | 14 | 6.3 |
$50,000~$70,000 | 26 | 11.8 | House keeping | 9 | 4.1 |
$70,000–$100,000 | 12 | 5.4 | Retirement | 5 | 2.3 |
Over $100,000 | 7 | 3.2 | Others | 22 | 10.0 |
Total | 221 | 100 | Total | 221 | 100 |
Rank | Age under 40 | Age above 41 | ||
---|---|---|---|---|
Persuasive Strategy | Mean | Persuasive Strategy | Mean | |
1 | Reduction | 5.89 | Simulation | 5.92 |
2 | Rewards | 5.86 | Reduction | 5.59 |
3 | Simulation | 5.47 | Reminders | 5.47 |
4 | Suggestions | 5.43 | Suggestions | 5.45 |
5 | Reminders | 5.28 | Cooperation | 5.44 |
6 | Personalization | 5.21 | Self-monitoring | 5.40 |
7 | Creating of awareness | 5.15 | Rewards | 5.34 |
8 | Goal-setting | 4.89 | Goal-setting | 5.29 |
9 | Self-monitoring | 4.83 | Creating of awareness | 5.18 |
10 | Social comparison | 4.79 | Personalization | 5.06 |
11 | Cooperation | 4.79 | Social comparison | 5.01 |
12 | Normative influence | 4.52 | Normative influence | 4.47 |
Game Mechanics | Game Dynamics |
---|---|
Leaderboard | Appointment dynamics |
Tasks | Punishment |
Modifiers | Progression dynamic |
Virtual role | Gifting and sharing |
Easter eggs | Combos |
Ambassadors | Lottery |
Social graph | Free lunch |
Activity feed | PvP (player vs player) |
User profile | Boss battles |
Quizzes | Tutorials |
Teams | Cascading information theory |
Voting/Voice | |
Story | |
Countdown | |
Reward schedules | |
Virtual trade | |
Collection | |
Shell game |
Persuasive Strategy | Game Design Elements | Persuasive Strategy | Game Design Elements |
---|---|---|---|
Reduction | Virtual role | Goal-setting | Appointment Dynamic |
User Profile | Countdown | ||
Ambassadors | Combos | ||
Modifiers | Progression Dynamic | ||
Leaderboard | Virtual role | ||
Suggestion | Leaderboard | Social comparison | Leaderboard |
Voting/Voice | PvP (Player vs. Player) | ||
Modifiers | PvP (Player vs. Player) | ||
Teams | Progression Dynamic | ||
Lottery | Quizzes | ||
Creating of Awareness | Virtual role | Simulation | Progression Dynamic |
Punishment | Tasks | ||
Quizzes | Story | ||
Story | Leaderboard | ||
Activity Feed | User Profile | ||
Cooperation | Teams | Personalization | Cascading Information Theory |
Tasks | Virtual role | ||
Boss Battles | Quizzes | ||
Ambassadors | Easter Eggs | ||
User Profile | User Profile | ||
Reward | Shell Game | Self-monitoring | User Profile |
Virtual trade | Modifiers | ||
Lottery | Progression Dynamic | ||
Reward Schedules | Activity Feed | ||
Free Lunch | Virtual trade | ||
Reminder | Progression Dynamic | Normative influence | User Profile |
Activity Feed | Teams | ||
Appointment Dynamic | Activity Feed | ||
Story | Voting/Voice | ||
Cascading Information Theory | PvP (Player vs. Player) |
Persuasive Strategy | Step 1 | Step 2 | Step 3 |
---|---|---|---|
From Statistical Analysis | In-Snergy Family | Suggestions | |
Reduction | High persuasive effect | ✓ | Retain |
Reward | Add in | ||
Simulation | ✓ | Retain | |
Suggestion | ✓ | Retain | |
Reminder | ✓ | Retain | |
Personalization | ✓ | Retain | |
Creating of awareness | Add in | ||
Goal-setting | Low persuasive effect | ✓ | Eliminate |
Self-monitoring | ✓ | Eliminate | |
Social comparison | |||
Cooperation | |||
Normative influence | ✓ | Eliminate |
Persuasive Strategy | Step 1 | Step 2 | Step 3 |
---|---|---|---|
From Statistical Analysis | In-Snergy Family | Suggestions | |
Simulation | High persuasive effect | ✓ | Retain |
Reduction | ✓ | Retain | |
Reminder | ✓ | Retain | |
Suggestion | ✓ | Retain | |
Cooperation | Add in | ||
Self-monitoring | ✓ | Retain | |
Reward | Add in | ||
Goal-setting | ✓ | Retain | |
Creating of awareness | Add in | ||
Personalization | ✓ | Retain | |
Social comparison | Add in | ||
Normative influence | Low persuasive effect | ✓ | Eliminate |
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Shih, L.-H.; Jheng, Y.-C. Selecting Persuasive Strategies and Game Design Elements for Encouraging Energy Saving Behavior. Sustainability 2017, 9, 1281. https://doi.org/10.3390/su9071281
Shih L-H, Jheng Y-C. Selecting Persuasive Strategies and Game Design Elements for Encouraging Energy Saving Behavior. Sustainability. 2017; 9(7):1281. https://doi.org/10.3390/su9071281
Chicago/Turabian StyleShih, Li-Hsing, and Yi-Cin Jheng. 2017. "Selecting Persuasive Strategies and Game Design Elements for Encouraging Energy Saving Behavior" Sustainability 9, no. 7: 1281. https://doi.org/10.3390/su9071281
APA StyleShih, L.-H., & Jheng, Y.-C. (2017). Selecting Persuasive Strategies and Game Design Elements for Encouraging Energy Saving Behavior. Sustainability, 9(7), 1281. https://doi.org/10.3390/su9071281