Abstract
Based on surveys on successful uses of gamification in diverse fields, the authors derived a hypothesis that use of three game elements of "behavior conversion", "behavior empathy" and "behavior approval" for expressing the acts of users in essential for effective use of gamification in ecological indicator of home electric appliances. In this study, the derives hypothesis was verified by examining continuous use of refrigerator, which is a household appliance that consumes a large amount of energy. On the other hand, the investigation suggested that for household and other appliances that are used over a long period of time, the game elements should be modified so as to match the users and to continue attracting the users to the ecological indicator. The use of gamification for the ecological indicator was shown to be effective not in suppressing or preventing users from performing a necessary act but in promoting their energy-saving consciousness.