Results and insight gained from applying the EnergyCat energy-saving serious game in UK social housing
Autor: | Rory V. Jones, Alba Fuertes, Christine Boomsma, Sabine Pahl, Rebecca J. Hafner, Miquel Casals, Marta Gangolells |
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Přispěvatelé: | Universitat Politècnica de Catalunya. Departament d'Enginyeria de Projectes i de la Construcció, Universitat Politècnica de Catalunya. GRIC - Grup de Recerca i Innovació de la Construcció |
Rok vydání: | 2020 |
Předmět: |
Behaviour change
Public housing Process (engineering) Energies [Àrees temàtiques de la UPC] Energy (esotericism) Serious game fuel poverty behaviour change Energy conservation 050105 experimental psychology lcsh:QA75.5-76.95 Edificació::Impacte ambiental [Àrees temàtiques de la UPC] Education 03 medical and health sciences 0302 clinical medicine Game design Artificial Intelligence Energy saving 11. Sustainability 0501 psychology and cognitive sciences Energia -- Estalvi Marketing Habitatge públic -- Aspectes ambientals lcsh:Computer software Jocs educatius Applied Mathematics 05 social sciences Serious gaming Social housing sustainability Computer Graphics and Computer-Aided Design Human-Computer Interaction energy demand reduction Public housing--Environmental aspects lcsh:QA76.75-76.765 Educational games Sustainability social housing Business lcsh:Electronic computers. Computer science lcsh:L 030217 neurology & neurosurgery Software lcsh:Education |
Zdroj: | UPCommons. Portal del coneixement obert de la UPC Universitat Politècnica de Catalunya (UPC) International Journal of Serious Games, Vol 7, Iss 2 (2020) |
ISSN: | 2384-8766 |
Popis: | Concerns about climate change associated with the combustion of fossil fuels urge a call for widespread reductions in household energy use. Determining means of achieving this is a key challenge faced by environmental scientists. The current research presents insights gained from a 12-month empirical trial of new serious game for energy, ‘EnergyCat’; which was designed to encourage household energy reductions in the UK social housing sector. Effects of gameplay on consumption behaviours and energy awareness were explored using 82 UK social housing households (versus a no-game control). Results indicated the intervention did not lead to any substantive changes in awareness or consumption practices. However, post-intervention feedback highlighted several issues in terms of game design and usability that may explain why the game failed to change behaviour in this instance. We provide a framework of suggestions as to how the game design process could be improved in order to engage residents in future, including use of adaptive fonts for older residents, and provision of clearer instructions on gameplay objectives at the outset. In addition, researchers should ensure close collaboration is maintained with residents throughout the design process in future efforts, in order to maximise likelihood of ongoing engagement from this population. This research was funded by Horizon 2020 Framework Programme 649673.We also acknowledge and thank Fremen Corp for their role in the game design process |
Databáze: | OpenAIRE |
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