<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
  <dc:creator>Albertarelli, Spartaco</dc:creator>
  <dc:creator>Fraternali, Piero</dc:creator>
  <dc:creator>Herrera, Sergio</dc:creator>
  <dc:creator>Melenhorst, Mark</dc:creator>
  <dc:creator>Novak, Jasminko</dc:creator>
  <dc:creator>Pasini, Chiara</dc:creator>
  <dc:creator>Rizzoli, Andrea-Emilio</dc:creator>
  <dc:creator>Rottondi, Cristina</dc:creator>
  <dc:date>2018-06-21</dc:date>
  <dc:description xmlns:ns0="xml" ns0:lang="en">In a world affected by the constant growth and concentration of the population in urban areas,  the problem of preserving natural resources has become a priority. A promising approach to  resource conservation is demand management, i.e., the ability to positively influence the  behaviour of the population towards more sustainable consumption. Information and  Communication Technology (ICT) tools have shown a great potential in influencing consumers’  behaviour, which could be exploited for the common good. However, the design of so-called  persuasive systems for environmental purposes is a challenging task, because it cannot be  based solely on the utilitarian motivation of users, but must be able to trigger a broader range of  engagement factors deeply rooted in the human psychology. In this paper, we review the main  design principles and models at the base of a class of persuasive system that exploits  gamification and Games with a Purpose (GWAPs) to engage users towards sustainability; we  identify the most commonly used incentive mechanisms for inducing behavioural changes; and  present a selection of gamified systems for energy and water conservation. From such a survey,  we distill design guidelines to be applied in the design of demand management socio-technical  systems.</dc:description>
  <dc:format>application/pdf</dc:format>
  <dc:identifier>https://susi.usi.ch/global/documents/319011</dc:identifier>
  <dc:identifier>https://localhost:5000/ark:/12658/srd1319011</dc:identifier>
  <dc:identifier>https://susi.usi.ch/documents/319011/files/Albertarelli_G_2018.pdf</dc:identifier>
  <dc:language>eng</dc:language>
  <dc:relation>info:eu-repo/semantics/altIdentifier/doi/10.3390/g9030038</dc:relation>
  <dc:relation>info:eu-repo/semantics/altIdentifier/ark/12658/srd1319011</dc:relation>
  <dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
  <dc:rights>CC BY</dc:rights>
  <dc:source>Games. - 2018, vol. 9, no. 3, p. 38</dc:source>
  <dc:subject xmlns:ns1="xml" ns1:lang="en">Behavioral change system</dc:subject>
  <dc:subject xmlns:ns2="xml" ns2:lang="en">Human Computation</dc:subject>
  <dc:subject xmlns:ns3="xml" ns3:lang="en">Gamification</dc:subject>
  <dc:subject xmlns:ns4="xml" ns4:lang="en">Serious games</dc:subject>
  <dc:subject xmlns:ns5="xml" ns5:lang="en">Persuasive games</dc:subject>
  <dc:subject xmlns:ns6="xml" ns6:lang="en">Energy</dc:subject>
  <dc:subject xmlns:ns7="xml" ns7:lang="en">Water</dc:subject>
  <dc:subject>info:eu-repo/classification/udc/3</dc:subject>
  <dc:title xmlns:ns8="xml" ns8:lang="en">Survey on the design of gamified systems for energy and water sustainability</dc:title>
  <dc:type>http://purl.org/coar/resource_type/c_6501</dc:type>
</oai_dc:dc>
