The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption

  • Magnus Bang
  • Carin Torstensson
  • Cecilia Katzeff
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3962)


Persuasive technologies can be useful to modify behaviors related to energy usage. In this paper, we present the PowerHouse a computer game designed to influence behaviors associated with energy use and promote an energy-aware lifestyle among teenagers. This prototype game aims to influence a set of target activities in the home using several persuasive techniques. Employing the format of a reality TV show (docu soap), the game informs implicitly and explicitly about various energy-efficient actions. We discuss our overall game design and its advantages and disadvantages in relation to the methods we have employed in the game.


Game Design Persuasive Technology Gaming Experience Persuasive Power Domestic Energy Consumption 
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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Magnus Bang
    • 1
  • Carin Torstensson
    • 1
  • Cecilia Katzeff
    • 1
  1. 1.Interactive InstituteEskilstunaSweden

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