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

Miquel Casals, Marta Gangolells, Marcel Macarulla, Núria Forcada, Alba Fuertes, Becki Hafner, Rory V. Jones

Energy and Buildings, Volume: 210, Start page: 109753

Swansea University Author: Becki Hafner

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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 serio...

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Published in: Energy and Buildings
ISSN: 0378-7788
Published: Elsevier BV 2020
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spelling v2 66786 2024-06-20 Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project a21042aec21e3f06d929a6a3a55f3cc0 Becki Hafner Becki Hafner true false 2024-06-20 PSYS 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. Journal Article Energy and Buildings 210 109753 Elsevier BV 0378-7788 Serious game; Gaming; Social housing; Energy efficiency; Energy saving 1 3 2020 2020-03-01 10.1016/j.enbuild.2019.109753 Corrigendum availbale at https://doi.org/10.1016/j.enbuild.2020.110193 COLLEGE NANME Psychology School COLLEGE CODE PSYS Swansea University This research was supported by the European Union's Horizon 2020 research and innovation programme through the EnerGAware project (Energy Game for Awareness of energy efficiency in social housing communities), contract no. 649673. 2024-06-20T11:29:15.5079110 2024-06-20T11:22:33.7012184 Faculty of Medicine, Health and Life Sciences School of Psychology Miquel Casals 1 Marta Gangolells 2 Marcel Macarulla 3 Núria Forcada 4 Alba Fuertes 5 Becki Hafner 6 Rory V. Jones 7 66786__30693__dcd2e0b2739c4c539315f1fa9cec8f82.pdf 66786.VoR.pdf 2024-06-20T11:27:47.9278233 Output 2277105 application/pdf Version of Record true ©2019 The Authors. This is an open access article under the CC BY license. true eng http://creativecommons.org/licenses/by/4.0/
title Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
spellingShingle Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
Becki Hafner
title_short Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
title_full Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
title_fullStr Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
title_full_unstemmed Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
title_sort Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
author_id_str_mv a21042aec21e3f06d929a6a3a55f3cc0
author_id_fullname_str_mv a21042aec21e3f06d929a6a3a55f3cc0_***_Becki Hafner
author Becki Hafner
author2 Miquel Casals
Marta Gangolells
Marcel Macarulla
Núria Forcada
Alba Fuertes
Becki Hafner
Rory V. Jones
format Journal article
container_title Energy and Buildings
container_volume 210
container_start_page 109753
publishDate 2020
institution Swansea University
issn 0378-7788
doi_str_mv 10.1016/j.enbuild.2019.109753
publisher Elsevier BV
college_str Faculty of Medicine, Health and Life Sciences
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hierarchy_top_id facultyofmedicinehealthandlifesciences
hierarchy_top_title Faculty of Medicine, Health and Life Sciences
hierarchy_parent_id facultyofmedicinehealthandlifesciences
hierarchy_parent_title Faculty of Medicine, Health and Life Sciences
department_str School of Psychology{{{_:::_}}}Faculty of Medicine, Health and Life Sciences{{{_:::_}}}School of Psychology
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description 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.
published_date 2020-03-01T11:29:15Z
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