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 …
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 …
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 …
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 …
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 …
The application of gamification to encourage energy conservation behaviour in house occupants is an emerging field of research. However, empirical evidence of its effectiveness …
In recent years, serious energy games (SEGs) garnered increasing attention as an innovative and effective approach to tackling energy-related challenges. This review delves …
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 …
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 …