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Water-saving at the household level using gamification features: A design-oriented study in the Netherlands

Hoekstra, MSc J.F (2022) Water-saving at the household level using gamification features: A design-oriented study in the Netherlands.

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Abstract:A place where water users are the most in control of their water consumption is their households. The determinants of water consumption behavior in households include attitudes, norms, and habits. One way to change or influence this behavior is using gamification, which applies game design elements to real-life applications to persuade users to undertake specific actions. However, such gamification design has not yet taken shape or form that can be used in Dutch households. Therefore, this research aims to identify the features of gamification for a water-saving system applicable in the Netherlands. The research starts with identifying the features of existing water-saving platforms, allocating them into understandable categories, and identifying existing behavioral change models to see if these features will alter behavior. The identified features were tested on Dutch households in the village of Grou in the north of the Netherlands using surveys, which were analyzed using frequency distribution and central tendency. The research results show that visualization features, push notifications, and action tips are the most preferred features. If these features are combined in a water-saving platform, actual water-saving behavior is expected to occur based on the findings.
Item Type:Essay (Master)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:43 environmental science
Programme:Environmental and Energy Management MSc (69319)
Link to this item:https://purl.utwente.nl/essays/91973
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