Affiliation:
1. Queensland University of Technology, Australia
Abstract
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 game has also been discussed under the notion of serious games, which are aimed at engaging users to elicit behaviour change through motivation. In this study, the authors explore how serious games affect pro-environmental behaviours in the context of renewable energy. More specifically, the authors focus on extrinsic and intrinsic motivation, and analyse the impact of users' motivation to use serious games on their attitude toward renewable energy, which is influenced by cognitive and affective beliefs.