Supervisors
Dr Kenan Degirmenci
- Position
- Lecturer in Information Systems
- Division / Faculty
- Faculty of Science
Overview
https://research.qut.edu.au/best/https://research.qut.edu.au/best/Games have become an integral part of our lives, which is why they are increasingly being used for other purposes than pure entertainment, such as learning, training, informing, or advertising (Degirmenci, 2017). While gamification uses game elements in non-game contexts, serious games are full-fledged games, both aiming to create meaningful engagement and foster desired behaviours (Degirmenci, 2023; Degirmenci and Breitner, 2023).
In this project, we investigate how gamification and serious games can help to encourage behavioural change in energy consumption to support the sustainable energy transition.
References
- Degirmenci, K. (2017). Serious games for eco-effective transformations. Proceedings of the 38th International Conference on Information Systems, Seoul, South Korea, 1-13. https://aisel.aisnet.org/icis2017/HumanBehavior/Presentations/37
- Degirmenci, K. (2023). The role of serious games in shaping pro-environmental behaviours: Changing attitudes toward renewable energy. In A. Correia, & M. Simões-Marques (Eds.), Handbook of research on decision-making capabilities improvement with serious games (pp. 364-381). IGI Global. https://doi.org/10.4018/978-1-6684-9166-9.ch015
- Degirmenci, K., & Breitner, M. H. (2023). Gamification and sensory stimuli in eco-driving research: A field experiment to reduce energy consumption in electric vehicles. Transportation Research Part F: Psychology and Behaviour, 92, 266-282. https://doi.org/10.1016/j.trf.2022.10.014
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Contact
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