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Annals of Computer Science and Information Systems, Volume 9

Position Papers of the 2016 Federated Conference on Computer Science and Information Systems

Innovation in Energy: Dissemination of Energy Culture Via Serious Gaming

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DOI: http://dx.doi.org/10.15439/2016F591

Citation: Position Papers of the 2016 Federated Conference on Computer Science and Information Systems, M. Ganzha, L. Maciaszek, M. Paprzycki (eds). ACSIS, Vol. 9, pages 227231 ()

Full text

Abstract. In today's world, the term serious game is becoming more and more popular since these games have a purpose of engaging the user and contributing to the achievement of a specific goal other than pure entertainment games. Serious gaming has high potential and power to transfer knowledge and educate people. Therefore, it's obviously seen that serious games are applied to a large spectrum of application areas ranging from military, government to healthcare. Also, researchers found out that serious gaming is a potential tool in order to enable young people to understand the complexity of sustainability and energy conservation topics and stimulate the energy saving attitudes and behaviors and arising energy conservation awareness in a fun way. This study purposes to disseminate energy culture via developing a serious game for college students. Thus, the paper focuses on serious gaming with a broad range of aspects including the need of serious gaming in various sectors and its benefit for behavior change and effects on energy culture. While developing the game, the conceptual framework which is called as ‘Design Pattern Library' is considered. Description and the flow of the game is determined and the game will be played between a group of college students. Results obtained by this study will enlighten both researchers and game design experts in terms of disseminating energy culture via serious gaming.

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