Anne-Laure Negri ; Bernard Senach - Ludo-persuasive systems for sustainable consumption.

jips:1298 - Journal d'Interaction Personne-Système, October 27, 2015, Volume 4, Number 1, Special Issue : PISTIL
Ludo-persuasive systems for sustainable consumption.

Authors: Anne-Laure Negri ; Bernard Senach

Ludo-Persuasive Systems (LPS) are systems which are designed with the intent of changing people's behavior or attitude. As highlighted in Senach and Negri (2015a), such systems are based on two converging fields-gamification and persuasive technologies-but their engineering still is in its infancy. In this chapter, the authors build on existing lists of persuasive and gamification principles and integrate the various works ((Fogg, 2003) (Oinas-Kukkonen and Harjumaa, 2009) (Nemery, 2012)) in order to provide a grid that can be seen as a first tool in a LPS toolbox. The proposed grid is to be used both as a design and an evaluation tool. It was tested in the post-mortem analysis of an energy saving challenge described in Senach and Negri (2015b). The paper starts with discussions on the method followed to select, cluster and assess the implementation of the principles; it then defines the ludo-persuasive principles by providing examples and hints for identifying ludo-persuasive indicators.

Volume: Volume 4, Number 1, Special Issue : PISTIL
Section: Special Issue "PISTIL"
Published on: October 27, 2015
Submitted on: October 13, 2015
Keywords: persuasive technologies,gamification,behavior changes,sustainable development,technologie persuasive,ludification,changement comportemental,développement durable,[SCCO.PSYC] Cognitive science/Psychology


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