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      From Cultural Probes Tasks to Gamified Virtual Energy Missions


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      Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017) (HCI)

      digital make-believe, with delegates considering our expansive

      3 - 6 July 2017

      Cultural Probes, Gamification, Energy awareness



            Author and article information

            July 2017
            July 2017
            : 1-6
            [0001]Dep. Matemàtiques i Informàtica

            Gran via, 585, Bcn, 08007 Spain
            [0002]Gamification Research Dep.

            Gecon, St. Feliu de Ll. Bcn
            © Samso et al. Published by BCS Learning and Development Ltd. Proceedings of British HCI 2017 – Digital Make-Believe. Sunderland, UK.

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017)
            Sunderland, UK
            3 - 6 July 2017
            Electronic Workshops in Computing (eWiC)
            digital make-believe, with delegates considering our expansive
            Product Information: 1477-9358BCS Learning & Development
            Self URI (journal page): https://ewic.bcs.org/
            Electronic Workshops in Computing


            1. 2016 Future energy networks and the role of interactive gaming as simulation Futures 81 119 129 Modelling and Simulation in Futures Studies

            2. 2011 From game design elements to game-fulness: Defining ”gamification” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments MindTrek ’11, New York, NY, USA 9 15 ACM

            3. 2011 Player types and gamification. In Proceedings of the Chi 2011 Workshop Gamification: Using Game Design Elements in Non-Game context 41 43 ACM

            4. 2016 Narrative game mechanics. In Interactive Storytelling International Conference on Interactive Digital Storytelling 2016 Lecture Notes in Computer Science Springer

            5. 1999 January Design: Cultural probes Interactions 6 1 21 29

            6. 2016 Gamified probes for cooperative learning: a case study Multimedia Tools and Applications 1 25

            7. 2003 Using digital cultural probes in design with children In Proceedings of the 2003 Conference on Interaction Design and Children, IDC ’03 New York, NY, USA 154 154 ACM

            8. 2017 Gamification model canvas Visited on January 2017 http://gecon.es/wp-content/uploads/2016/0/gamification model canvas v02.pdf

            9. 2013 Sept The gamified grid: Possibilities for utilising game-based motivational psychology to empower the smart social grid 2013 Africon 1 5

            10. 2016 opower Visited on December 23 2016 https://opower.com

            11. 2016 Cultural probes for the gamification of energy awareness ACM WomENcourage 2016

            12. 2006 Designing cultural probes for children In Proceedings of the 18th Australia Conference on ComputerHuman Interaction: Design: Activities, Artefacts and Environments, OZCHI ’06 New York, NY, USA 385 388 ACM


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