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Gamification and serious games to encourage behavioural change in energy consumption

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 …

Study level
PhD, Master of Philosophy, Honours
Faculty
Faculty of Science
School
School of Information Systems
Research centre(s)

Centre for Behavioural Economics, Society and Technology

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