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
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