Gamification and Household Energy Saving

Author:

Casals Miquel1,Gangolells Marta1,Macarulla Marcel1,Forcada Núria1

Affiliation:

1. Universitat Politècnica de Catalunya, Spain

Abstract

Buildings are responsible for 40% of the EU's total energy consumption and 36% of greenhouse gas emissions. Although difficult to quantify, individuals' attitudes to energy use significantly impact the energy consumed in households. In this context, serious games provide an opportunity to enhance buildings' energy efficiency through changes in users' behaviour. This chapter presents the results obtained in the EnerGAware-Energy Game for Awareness of energy efficiency in social housing communities project (2015–2018), funded by EU H2020. The project developed a serious game for household energy efficiency called “Energy Cat: The House of Tomorrow.” The game was deployed and tested in a UK social housing pilot for one year. Cost-benefit analysis in the energy, environmental, and economic domains prove that serious gaming is among the most cost-effective energy efficiency strategies for households on the market.

Publisher

IGI Global

Reference48 articles.

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