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

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Casals Casanova, MiquelMés informacióMés informacióMés informació
Gangolells Solanellas, MartaMés informacióMés informacióMés informació
Macarulla Martí, MarcelMés informacióMés informacióMés informació
Forcada Matheu, NúriaMés informacióMés informacióMés informació
Fuertes Casals, Alba
Jons, Rory V.
Document typeArticle
Defense date2020-03-01
Rights accessOpen Access
Attribution 4.0 International
Except where otherwise noted, content on this work is licensed under a Creative Commons license : Attribution 4.0 International
ProjectEnerGAware - Energy Game for Awareness of energy efficiency in social housing communities (EC-H2020-649673)
Abstract
The 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.
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. 
URIhttp://hdl.handle.net/2117/174377
DOI10.1016/j.enbuild.2019.109753
ISSN0378-7788
Publisher versionhttps://www.sciencedirect.com/science/article/pii/S037877881933097X?via%3Dihub
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  • Departament d'Enginyeria de Projectes i de la Construcció - Articles de revista [316]
  • GRIC - Grup de Recerca i Innovació de la Construcció - Articles de revista [149]
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