Assessing the effectiveness of gamification in reducing domestic energy consumption: lessons learned from the EnerGAware project

dc.contributor.authorCasals Casanova, Miquel
dc.contributor.authorGangolells Solanellas, Marta
dc.contributor.authorMacarulla Martí, Marcel
dc.contributor.authorForcada Matheu, Núria
dc.contributor.authorFuertes Casals, Alba
dc.contributor.authorJons, Rory V.
dc.contributor.groupUniversitat Politècnica de Catalunya. GRIC - Grup de Recerca i Innovació de la Construcció
dc.contributor.otherUniversitat Politècnica de Catalunya. Departament d'Enginyeria de Projectes i de la Construcció
dc.date.accessioned2020-01-08T12:56:42Z
dc.date.available2020-01-08T12:56:42Z
dc.date.issued2020-03-01
dc.description.abstractThe application of gamification to encourage energy conservation behaviour in house occupants is an emerging field of research. However, empirical evidence of its effectiveness is lacking. This paper presents lessons learnt from the EU-funded EnerGAware research project, in which an innovative serious game (a game designed for purposes other than purely entertainment) was developed to promote reduced energy consumption and carbon emissions by changing social housing tenants’ energy efficiency behaviour. The game was validated in a sample of European social housing using a longitudinal, two-stage experimental design, employing both pre-post and control group approaches. While some aspects of the game did not work as intended, there were nevertheless some positive impacts. The intervention increased social housing tenants’ awareness and engagement in certain energy saving behaviour and provided an average electricity saving of 3.46% and an average gas saving of 7.48%. Although savings were found not to be statistically significant, an effect size was detected (0.2). Therefore, future steps should exploit all available opportunities to replicate the pilot and increase the sample size so as to gain stronger evidence of the game’s impact. Preliminary results support the utility of gaming investment in the household energy efficiency field, and provide useful insights and pathways that could be incorporated into the development of future serious game interventions to foster their effectiveness.
dc.description.peerreviewedPeer Reviewed
dc.description.versionPostprint (published version)
dc.identifier.citationCasals, M. [et al.]. Assessing the effectiveness of gamification in reducing domestic energy consumption: lessons learned from the EnerGAware project. "Energy and buildings", 1 Març 2020, vol. 210, p. 109753:1-109753:12.
dc.identifier.doi10.1016/j.enbuild.2019.109753
dc.identifier.issn0378-7788
dc.identifier.urihttps://hdl.handle.net/2117/174377
dc.language.isoeng
dc.relation.projectidinfo:eu-repo/grantAgreement/EC/H2020/649673/EU/Energy Game for Awareness of energy efficiency in social housing communities/EnerGAware
dc.relation.publisherversionhttps://www.sciencedirect.com/science/article/pii/S037877881933097X?via%3Dihub
dc.rights.accessOpen Access
dc.rights.licensenameAttribution 4.0
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectÀrees temàtiques de la UPC::Energies
dc.subject.lcshEnergy conservation
dc.subject.lcshEducational games
dc.subject.lcshDwellings--Energy conservation
dc.subject.lemacEnergia -- Estalvi
dc.subject.lemacJocs educatius
dc.subject.lemacHabitatges -- Estalvi d'energia
dc.subject.otherSerious game
dc.subject.otherGaming
dc.subject.otherSocial housing
dc.subject.otherEnergy efficiency
dc.subject.otherEnergy saving
dc.titleAssessing the effectiveness of gamification in reducing domestic energy consumption: lessons learned from the EnerGAware project
dc.typeArticle
dspace.entity.typePublication
local.citation.authorCasals, M.; Gangolells, M.; Macarulla, M.; Forcada, N.; Fuertes, A.; Jones, R.
local.citation.endingPage109753:12
local.citation.publicationNameEnergy and buildings
local.citation.startingPage109753:1
local.citation.volume210
local.identifier.drac26406406

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