Exploring gamified persuasive system design for energy saving

[1]  Charles Butler,et al.  A Framework for Evaluating the Effectiveness of Gamification Techniques by Personality Type , 2014, HCI.

[2]  Antti Jylhä,et al.  Design challenges in motivating change for sustainable urban mobility , 2014, Comput. Hum. Behav..

[3]  Zhijie Lin,et al.  Online Customer Reviews and Consumer Evaluation: The Role of Review Font , 2017 .

[4]  Juho Hamari,et al.  Do badges increase user activity? A field experiment on the effects of gamification , 2017, Comput. Hum. Behav..

[5]  M. Sarstedt,et al.  A new criterion for assessing discriminant validity in variance-based structural equation modeling , 2015 .

[6]  Yogesh Kumar Dwivedi,et al.  Homeworkers' usage of mobile phones; social isolation in the home-workplace , 2009, J. Enterp. Inf. Manag..

[7]  R. Cialdini The Science of PERSUASION. , 2001 .

[8]  A. Tellegen,et al.  An alternative "description of personality": the big-five factor structure. , 1990, Journal of personality and social psychology.

[9]  Gail L. Markle Pro-Environmental Behavior: Does It Matter How It’s Measured? Development and Validation of the Pro-Environmental Behavior Scale (PEBS) , 2013, Human Ecology.

[10]  Francesco Archetti,et al.  Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency , 2017 .

[11]  Radhika Santhanam,et al.  Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems , 2017, MIS Q..

[12]  Daniel M. Johnson,et al.  Gamification and serious games within the domain of domestic energy consumption: A systematic review , 2017 .

[13]  Piero Fraternali,et al.  Designing an integrated socio-technical behaviour change system for energy saving , 2019, Energy Inform..

[14]  Jesse J. Chandler,et al.  Inside the Turk , 2014 .

[15]  Joseph Feller,et al.  Information sharing and user behavior in internet-enabled peer-to-peer lending systems: an empirical study , 2017, J. Inf. Technol..

[16]  Rahat H. Bokhari,et al.  The relationship between system usage and user satisfaction: a meta-analysis , 2005, J. Enterp. Inf. Manag..

[17]  Alexandre N. Tuch,et al.  Towards understanding the effects of individual gamification elements on intrinsic motivation and performance , 2017, Comput. Hum. Behav..

[18]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[19]  Kathy Kellermann,et al.  Classifying Compliance Gaining Messages: Taxonomic Disorder and Strategic Confusion , 1994 .

[20]  Yigal Attali,et al.  Gamification in assessment: Do points affect test performance? , 2015, Comput. Educ..

[21]  Laura E. Sujo-Montes,et al.  Gaming personality and game dynamics in online discussion instructions , 2015 .

[22]  Jesse Fox,et al.  Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance , 2015, Comput. Educ..

[23]  Yigzaw G. Yohanis,et al.  Domestic energy use and householders' energy behaviour , 2012 .

[24]  Harri Oinas-Kukkonen,et al.  Persuasive Systems Design: Key Issues, Process Model, and System Features , 2009, Commun. Assoc. Inf. Syst..

[25]  Boris E. R. de Ruyter,et al.  Adaptive Persuasive Systems: A Study of Tailored Persuasive Text Messages to Reduce Snacking , 2012, TIIS.

[26]  Florian G. Kaiser,et al.  A General Measure of Ecological Behavior1 , 1998 .

[27]  FoxJesse,et al.  Assessing the effects of gamification in the classroom , 2015 .

[28]  Per Carlbring,et al.  The challenger app for social anxiety disorder: New advances in mobile psychological treatment , 2015 .

[29]  Amar Cheema,et al.  Data collection in a flat world: the strengths and weaknesses of mechanical turk samples , 2013 .