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Communicating the Obvious: How Agents Against Power Waste Influenced the Attitudes of Players and their Families
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. (Human - Computer Interaction)ORCID iD: 0000-0003-1998-1964
2014 (English)In: Cases on the Societal Effects of Persuasive Games / [ed] Dana Ruggiero, IGI Global, 2014, 193-215 p.Chapter in book (Other academic)
Abstract [en]

This chapter describes the game design and study of “Agents Against Power Waste” (AAPW); a large scale field experiment where a persuasive pervasive game was put to use to influence households’ attitudes towards electricity consumption. This game is particularly interesting as although it was only the children of the family that were playing the whole family was affected and to some extent forced to take part in the play activity. The style of game design has been called ‘social expansion’ (Montola Stenros & Waern, 2009; Montola, 2011).The chapter focuses on how this impacted the psychological process of persuasion in responding families and individuals.

Place, publisher, year, edition, pages
IGI Global, 2014. 193-215 p.
Keyword [en]
Pervasive games, persuasive games, interaction design, game design
National Category
Human Computer Interaction
Research subject
Human-Computer Interaction
URN: urn:nbn:se:uu:diva-241235ISBN: 9781466662063OAI: oai:DiVA.org:uu-241235DiVA: diva2:777846
Available from: 2015-01-09 Created: 2015-01-09 Last updated: 2016-04-13

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Waern, Annika
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