Start Date

10-12-2017 12:00 AM

Description

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. In information systems (IS) research, this type of games has also been discussed under the notion of serious games, which are aimed at engaging users to elicit behavior change through motivation. In this research-in-progress paper, we propose a research model on user engagement with serious games and draw on the example of eco-effective behaviors toward renewable energy. We present an experimental design with which we plan to test our model empirically and aim to manipulate the presence and absence of two salient game design elements: storytelling and secret item.

Share

COinS
 
Dec 10th, 12:00 AM

Serious Games for Eco-Effective Transformations

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. In information systems (IS) research, this type of games has also been discussed under the notion of serious games, which are aimed at engaging users to elicit behavior change through motivation. In this research-in-progress paper, we propose a research model on user engagement with serious games and draw on the example of eco-effective behaviors toward renewable energy. We present an experimental design with which we plan to test our model empirically and aim to manipulate the presence and absence of two salient game design elements: storytelling and secret item.