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Spelifierade Energispartips: Hur ett spelifierat system kan designas för att öka motivationen för ett energismartare hem
KTH, School of Computer Science and Communication (CSC).
KTH, School of Computer Science and Communication (CSC).
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Gamified Energy Saving Advice : How a gamified system can be designed to increase motivation for energy efficiency in ahome environment (English)
Abstract [sv]

Människan använder mer resurser än vad vi kan tillhandahålla och reproducera. Syftet med denna studie är att undersöka om spelifiering - användandet av speldesignelement i icke spelsammanhang - motiverar personer att minska sin energiförbrukning i hemmiljö. För att studera detta använder denna studie forskningsbaserad design och designbaserad forskning som metodik, detta genom att designa en prototyp grundat i teori om hur spelifiering kan användas i en hållbarhetskontext och hur människor motiveras. En prototyp på en applikation utvecklades och baserades på ett antal energispartips som användaren kunde bocka av när de var utförda. I applikationen kunde användare gemensamt räkna antal utförda moment, samt få en översikt på sin egna och andra användares prestationer. Prototypen testades under en vecka på en testgrupp bestående av nio studenter på KTH i Stockholm och utvärderades med hjälp av kvalitativa intervjuer. Resultaten i denna undersökning visar på att spelifiering kan användas för att motivera personer att välja energismarta aktiviteter. Resultaten visar även på att kunna se och jämföra sig med andra är ett viktigt moment, samt att vid design bör energitipsen utformas anpassat till användarens hem.

Abstract [en]

Humanity is currently consuming more energy and resources than what is sustainable and can be regenerated. This study examines if by introducing gamification - the use of game design elements in non-game context - people can get motivated to engage in reducing their energy consumption in home environments. By using research based design and design based research as a method, a prototype for an application was designed based on theory about gamification in a sustainable context. The application lists simple energy saving advice and allows the user to log their actions and also interact with other users achievements by visualizing collective measures as well as individual statistics. The prototype was evaluated by letting a test group consisting of nine students at the Royal Institute of Technology in Stockholm, Sweden use the application in their day-to-day lives for a week. The test group was then interviewed and the results derived from their observations. This results of this study show that gamification can be used to motivate people to choose energy-smart activities. The results also point out the importance of being able to compare oneself with others, and also that the energy advice should be customized to match the user’s home.

Place, publisher, year, edition, pages
2015. , 38 p.
Keyword [sv]
spelifiering, gamification, energi, energispartips, medieteknik
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:kth:diva-169211OAI: oai:DiVA.org:kth-169211DiVA: diva2:820574
Subject / course
Media Technology
Educational program
Master of Science in Engineering - Media Technology
Presentation
2015-05-26, 12:05 (Swedish)
Supervisors
Examiners
Available from: 2015-06-16 Created: 2015-06-12 Last updated: 2015-06-16Bibliographically approved

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Type fulltextMimetype application/pdf

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CiteExportLink to record
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Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
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  • nn-NO
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  • sv-SE
  • Other locale
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Output format
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