[HTML][HTML] A survey of recommender systems for energy efficiency in buildings: Principles, challenges and prospects

Y Himeur, A Alsalemi, A Al-Kababji, F Bensaali… - Information …, 2021 - Elsevier
Recommender systems have significantly developed in recent years in parallel with the
witnessed advancements in both internet of things (IoT) and artificial intelligence (AI) …

[HTML][HTML] Data fusion strategies for energy efficiency in buildings: Overview, challenges and novel orientations

Y Himeur, A Alsalemi, A Al-Kababji, F Bensaali… - Information …, 2020 - Elsevier
Recently, tremendous interest has been devoted to develop data fusion strategies for energy
efficiency in buildings, where various kinds of information can be processed. However …

[HTML][HTML] Gamification for behavior change: A scientometric review

S Bassanelli, N Vasta, A Bucchiarone, A Marconi - Acta Psychologica, 2022 - Elsevier
Gamification, which refers to the use of game design elements in non-game contexts,
provides similar experiences and motivations as games do; this makes gamification a useful …

Gamification

E Sanchez, H van Oostendorp, JD Fijnheer… - … of Education and …, 2020 - Springer
Digital game-based learning (DGBL) is increasingly being used to refer to the use of games
for expected learning outcomes. The expression emphasizes the importance of the context …

Internet-of-gamification: A review of literature on IoT-enabled gamification for user engagement

R Xiao, Z Wu, J Hamari - International Journal of Human–Computer …, 2022 - Taylor & Francis
Engagement is a common goal pursued by most social and technical systems, because of
its widely acknowledged effects on enhancing user acceptance and performance. Previous …

Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats

P Ponce, A Meier, JI Méndez, T Peffer, A Molina… - Journal of Cleaner …, 2020 - Elsevier
Connected thermostats (CTs) often save less energy than predicted because consumers
may not know how to use them and may not be engaged in saving energy. Additionally …

[HTML][HTML] Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project

M Casals, M Gangolells, M Macarulla, N Forcada… - Energy and …, 2020 - Elsevier
The application of gamification to encourage energy conservation behaviour in house
occupants is an emerging field of research. However, empirical evidence of its effectiveness …

Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment

H Nasrollahi, I Lampropoulos, S Werning, A Belinskiy… - Energies, 2023 - mdpi.com
In recent years, serious energy games (SEGs) garnered increasing attention as an
innovative and effective approach to tackling energy-related challenges. This review delves …

Serious games as an engaging medium on building energy consumption: A review of trends, categories and approaches

X Wu, S Liu, A Shukla - Sustainability, 2020 - mdpi.com
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 …

Energy management system based on a gamified application for households

M Avila, JI Méndez, P Ponce, T Peffer, A Meier… - Energies, 2021 - mdpi.com
Nowadays, the growth in the consumption of energy and the need to face pollution resulting
from its generation are causing concern for consumers and providers. Energy consumption …