Jan Dirk Fijnheer

Mr. Jan Dirk Fijnheer

orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 September 2019 in International Journal of Serious Games
Verified
Journal Article
Open access
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JFJan Dirk Fijnheer
Jan Dirk Fijnheer
HOH. Van Oostendorp
H. Van Oostendorp
Remco VeltkampRemco Veltkamp
Remco Veltkamp
This paper presents the results of a study, comparing a game versus a dashboard with respect to energy conservation in the household. In a pretest-posttest design, an empirical study tested whether change in attitude, knowledge, engagement and behaviour with respect to energy conservation in the household was different for participants playing Powersaver Game compared to a control condition where participants used an energy dashboard with the same content, but excluding game features. The aim of this game (developed using an iterative user-centered game design methodology) is to influence household energy consumption by means of electricity and gas usage in the long-term. The intervention time was at least 5 weeks and pre and post measures were based on 21 days intervals. All energy conservation activities that the application provides (e.g. washing clothes on low temperatures) take place in the real world and feedback is based on real time energy consumption. This real data into the game approach aims to optimize the transfer between the game world and the real world. Energy consumption significantly changed in the game condition compared to the control condition, and the difference between both conditions is more than 33% after the intervention. In the game condition, knowledge about energy conservation was significantly increased, although no significant differences in increase of attitude and engagement were found. We conclude that Powersaver Game is effective in transfer of energy conservation knowledge, which leads to energy saving behaviour on the long term. However, it cannot be concluded that playing the game leads to a greater change in attitude, probably because attitude scores of the participants were high from the start.

29 October 2021 in Sustainability
Verified
Journal Article
Open access
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JFJan Dirk Fijnheer
Jan Dirk Fijnheer
HOH. Van Oostendorp
H. Van Oostendorp
GGGeert-Jan Giezeman
Geert-Jan Giezeman
Remco VeltkampRemco Veltkamp
Remco Veltkamp
This paper presents the results of a game study, comparing Powersaver Game including a competition feature versus the same game excluding a competition feature with respect to energy conservation in the household. In a pretest–posttest design, we tested whether change in attitude, knowledge and behavior with respect to energy conservation in the household was different for participants playing Powersaver Game with or without competition. All energy conservation activities that the application provides (e.g., washing clothes at low temperatures) take place in the real world and feedback is based on real-time energy consumption. This so-called reality-enhanced game approach aims to optimize the transfer between the game world and the real world. Household energy consumption changed significantly and positively in the long term due to competition. A significant difference of 8% in energy consumption between both conditions after the intervention was detected. Besides energy conservation, no further differences were detected between conditions. The chain of events, that an increase in knowledge leads to attitude change, which in turn results in behavior change in the long term is confirmed by means of a path analysis. We conclude that Powersaver Game is effective in the transfer of energy conservation knowledge, which leads to energy saving behavior in the long term while competition additionally contributes to more change in behavior.

4 October 2023 in Energies
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Journal Article
Open access
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Hossein NasrollahiHossein Nasrollahi
Hossein Nasrollahi
ILIoannis Lampropoulos
Ioannis Lampropoulos
SWStefan Werning
Stefan Werning
ABAnton Belinskiy
Anton Belinskiy
JFJan Dirk Fijnheer
Jan Dirk Fijnheer
Wilfried Van SarkWilfried Van Sark
Wilfried Van Sark
In recent years, serious energy games (SEGs) garnered increasing attention as an innovative and effective approach to tackling energy-related challenges. This review delves into the multifaceted landscape of SEG, specifically focusing on their wide-ranging applications in various contexts. The study investigates potential enhancements in user engagement achieved through integrating social connections, personalization, and data integration. Among the main challenges identified, previous studies overlooked the full potential of serious games in addressing emerging needs in energy systems, opting for oversimplified approaches. Further, these studies exhibit limited scalability and constrained generalizability, which poses challenges in applying their findings to larger energy systems and diverse scenarios. By incorporating lessons learned from prior experiences, this review aims to propel the development of SEG toward more innovative and impactful directions. It is firmly believed that positive behavior changes among individuals can be effectively encouraged by using SEG.

23 June 2016
Verified
Book Chapter
Closed access
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JFJan Dirk Fijnheer
Jan Dirk Fijnheer
HOHerre van Oostendorp
Herre van Oostendorp

22 November 2024 in Energies
Verified
Journal Article
Open access
PDF file
ABAnton Belinskiy
Anton Belinskiy
ILIoannis Lampropoulos
Ioannis Lampropoulos
Hossein NasrollahiHossein Nasrollahi
Hossein Nasrollahi
JFJan Dirk Fijnheer
Jan Dirk Fijnheer
Remco VeltkampRemco Veltkamp
Remco Veltkamp
Wilfried Van SarkWilfried Van Sark
Wilfried Van Sark
As global energy concerns escalate, there is a growing need for effective strategies to promote sustainable energy practices among individuals and communities. Gamification, the integration of game-design elements in non-game contexts, emerges as a promising tool to enhance user engagement and foster sustainable behaviour in energy management. In this review, we examine the theoretical aspects of gamification and its application in energy management in users’ households, highlighting its potential to transform repetitive or even monotonous tasks into engaging activities, focusing on studies that measure a long-term effect. We delve into various gamified elements adopted in long-term studies, such as feedback, social interactions, point systems, leader boards, narrative-driven challenges, etc., to understand their effect on user motivation and behavioural changes. From our set of studies, we found out that strong social game elements contribute the most to the long-term behaviour change of energy usage. One more condition of behaviour change is strong positive user satisfaction: the game should be engaging. We highlight the possible limitations of gamification in an energy management situation, a strong need for better practices of design and evaluation, and innovative approaches (such as DSM; Demand Side Management) in gamification for long-term engagement in household energy management.