Gamification and domestic energy consumption
A previous post referred to a review by Jonna Koivistoa and Juho Hamaria which covered a wide spectrum of papers on gamification. The following review has a much narrower focus, closer to the central topic of this blog.
Gamification and
serious games within the domain of domestic energy consumption: A
systematic review.
Johnson, Daniel;
Horton, Ella; Mulcahy, Rory; & Foth, Marcus; Queensland
University of Technology (2017)
Renewable &
Sustainable Energy Reviews, 73, pp. 249-264.
The authors refer at
the outset to “the urgent need to consider new approaches to
motivating individuals to become more energy aware and to translate
this knowledge into action.” From a search of 2831 articles, 26
were selected as most suitable for study. These are based on 25
primary studies reporting empirical data on the value of gamification
and serious games on energy consumption. There is increasing interest
in these tools “to motivate, engage and educate people regarding
energy consumption and related concerns.”
Serious games are
defined as “any form of interactive computer-based game software
for one or multiple players to be used on any platform and that has
been developed with the intention to be more than entertainment”
and gamification as “…the use of game elements in non-game
contexts to improve user experience and user engagement”. Serious
games are “fully fledged games” while gamification “refers to
the application of parts of games in a non-game setting”. Theory is
still emerging, but a distinction has been suggested between
rewards-based gamification (points, levels, badges etc.), which may
yield short-term changes (for example in understanding and
behaviour), and meaningful gamification, pursued for its own sake, in
which change may be long-term. The review seeks “to closely examine
the empirical evidence for the effectiveness of applied games in the
domestic energy consumption domain.” The term “applied games”
is used to capture the overlapping categories of “serious games”
and “gamification” used above.
Three categories
were devised: fully digital games that have no real world integration
but are aimed at influencing the real world; games that may be
digital but have some integration with the real world; and games with
no digital elements that occur, and are thus fully integrated, in the
real world.
A system of quality
assessment is described for the papers reviewed, and shortcomings are
noted in some, for example lack of information on the recruitment and
selection of participants, and absence of controls. Twelve of the
studies were rated as of higher quality in terms of the aims of the
review, and a number of these appear to be particularly relevant to
domestic energy issues; details appear at the end of this post.
Some of the factors
identified as encouraging positive outcomes are competition and
social sharing, feedback, rewards and challenges. The review lists
numerous caveats in interpreting the results of the studies, but
nevertheless claims that overall “these studies provide encouraging
initial evidence of the utility of applied games for short-term
changes in energy consumption behaviour” while the “efficacy of
applied games in terms of mid to long-term behaviour change was less
well-substantiated”. It notes that the “reliability and accuracy
of the reported real-world behaviour outcomes and subsequent
generalisations are compromised by methodological issues in a large
proportion of the reviewed studies, even in those assessed as higher
quality.”
In conclusion there
is “encouraging initial evidence that applied games can have a
positive influence in the domestic energy conservation domain, but
overall this review provides a good foundation for further work as
opposed to conclusive evidence.”
Details of studies
noted above:
EnergyLife, mobile
app
see EnergyLife:
Pervasive energy awareness for households
(Gamberini et al,
2011)
available at
https://www.researchgate.net/publication/221568781_EnergyLife_Pervasive_energy_awareness_for_households
Power Explorer,
mobile app
see Power
explorer - A casual game style for encouraging long term behavior
change among teenagers (Gustafsson, Bång
and Svahn, 2009)
Power Agent , mobile
app
see Evaluation of
a Pervasive Game for Domestic Energy Engagement Among Teenagers
(Gustafsson, Katzeff, & Bang 2009)
available at
EnerCities,
non-mobile (online)
see EnerCities -
A Serious Game to Stimulate Sustainability and Energy Conservation:
Preliminary Results (Knol & De Vries 2011)
available at
Power House,
non-mobile (online)
see Increasing
Energy Efficiency With Entertainment Media (Reeves et al. 2015)
request text from
https://www.researchgate.net/publication/270730721_Increasing_Energy_Efficiency_With_Entertainment_Media
Do It In The Dark,
non-mobile (online)
Social
mobilization of climate change: University students conserving energy
through multiple pathways for peer engagement (Senbel, Ngo, &
Blair 2014)
request text from
eViz, nonmobile
(computer game)
see EXPLOITING
GAMING TECHNOLOGIES TO VISUALISE DYNAMIC THERMAL QUALITIES OF A
DOMESTIC DWELLING: PILOT STUDY OF AN INTERACTIVE VIRTUAL APARTMENT
(Stone et al. 2014)
available at
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