Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design

碩士 === 國立成功大學 === 資源工程學系 === 104 === As the increasing attention to mitigate the effect of global warming, the concept of Design for Sustainable Behavior (DfSB) is also integrated into the design of information communication technology. Many behavior change support systems (BCSSs) have been develope...

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Main Authors: Yi-CinJheng, 鄭伊秦
Other Authors: Li-Hsing Shih
Format: Others
Language:en_US
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/29546r
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spelling ndltd-TW-104NCKU53970072019-05-15T22:53:51Z http://ndltd.ncl.edu.tw/handle/29546r Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design 考量使用者類型下節能減碳行為鼓勵資訊系統之說服與遊戲設計策略 Yi-CinJheng 鄭伊秦 碩士 國立成功大學 資源工程學系 104 As the increasing attention to mitigate the effect of global warming, the concept of Design for Sustainable Behavior (DfSB) is also integrated into the design of information communication technology. Many behavior change support systems (BCSSs) have been developed for motivating people toward energy saving behavior in which a variety of persuasive strategies or game design elements are employed. However, most of the persuasive strategies or game design elements designed in BCSSs depend on designer’s own intuition and the users are regarded as a homogeneous group which leads to the low effectiveness of the systems. Hence, the purpose of the study is to help the designers of BCSSs for energy saving behavior adopt the appropriate persuasive strategies and game design elements by considering users’ differences. The research begins with collecting cases of BCSSs for energy saving behavior, the commonly employed twelve persuasive strategies in the systems were analyzed. Then, the study takes the questionnaires to investigate the possible demographic differences on perceiving persuasiveness of the twelve persuasive strategies. Furthermore, the persuasive strategies are linked to the twenty-nine game design elements by performing affinity diagram and the results are presented in the form of the table. After understanding the persuasiveness of each persuasive strategy for the different user groups, designers can select the suitable game design elements that correspond to persuasive strategies from the table of affinity diagram. It’s expected that the results of the study can provide the suggestions to designers for designing a gamified BCSS for energy saving behavior by considering user’s differences. Li-Hsing Shih 施勵行 2016 學位論文 ; thesis 200 en_US
collection NDLTD
language en_US
format Others
sources NDLTD
description 碩士 === 國立成功大學 === 資源工程學系 === 104 === As the increasing attention to mitigate the effect of global warming, the concept of Design for Sustainable Behavior (DfSB) is also integrated into the design of information communication technology. Many behavior change support systems (BCSSs) have been developed for motivating people toward energy saving behavior in which a variety of persuasive strategies or game design elements are employed. However, most of the persuasive strategies or game design elements designed in BCSSs depend on designer’s own intuition and the users are regarded as a homogeneous group which leads to the low effectiveness of the systems. Hence, the purpose of the study is to help the designers of BCSSs for energy saving behavior adopt the appropriate persuasive strategies and game design elements by considering users’ differences. The research begins with collecting cases of BCSSs for energy saving behavior, the commonly employed twelve persuasive strategies in the systems were analyzed. Then, the study takes the questionnaires to investigate the possible demographic differences on perceiving persuasiveness of the twelve persuasive strategies. Furthermore, the persuasive strategies are linked to the twenty-nine game design elements by performing affinity diagram and the results are presented in the form of the table. After understanding the persuasiveness of each persuasive strategy for the different user groups, designers can select the suitable game design elements that correspond to persuasive strategies from the table of affinity diagram. It’s expected that the results of the study can provide the suggestions to designers for designing a gamified BCSS for energy saving behavior by considering user’s differences.
author2 Li-Hsing Shih
author_facet Li-Hsing Shih
Yi-CinJheng
鄭伊秦
author Yi-CinJheng
鄭伊秦
spellingShingle Yi-CinJheng
鄭伊秦
Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design
author_sort Yi-CinJheng
title Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design
title_short Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design
title_full Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design
title_fullStr Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design
title_full_unstemmed Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design
title_sort exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design
publishDate 2016
url http://ndltd.ncl.edu.tw/handle/29546r
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