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

handle: 2117/174377
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. Peer Reviewed
- Universitat Polite`cnica de Catalunya Spain
- Swansea University United Kingdom
- Plymouth University United Kingdom
- Universitat Politècnica de Catalunya Spain
Serious game, 330, Jocs educatius, :Energies [Àrees temàtiques de la UPC], Social housing, Energy conservation, Dwellings--Energy conservation, Gaming, Energy efficiency, Educational games, Àrees temàtiques de la UPC::Energies, Energy saving, Habitatges -- Estalvi d'energia, Energia -- Estalvi
Serious game, 330, Jocs educatius, :Energies [Àrees temàtiques de la UPC], Social housing, Energy conservation, Dwellings--Energy conservation, Gaming, Energy efficiency, Educational games, Àrees temàtiques de la UPC::Energies, Energy saving, Habitatges -- Estalvi d'energia, Energia -- Estalvi
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).53 popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.Top 1% influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).Top 10% impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.Top 1% visibility views 63 download downloads 202 - 63views202downloads
Data source Views Downloads UPCommons. Portal del coneixement obert de la UPC 63 202


