The use of gamification to improve the sustainability of energy consumption

The unsustainable use of resources (water, gas, and electricity) contributes to the intensification of global warming. On the other hand, the indiscriminate use of electrical resources poses serious problems to the sustainability and operability of the power grid. One of the solutions to mitigate this problem refers to responsible use of resources by the domestic user, creating new habits, without giving up their lifestyle and comfort. The creation of a game supported by a web application, which allows the use of group game techniques, can promote the increase of efficient consumption by the users. This work presents the development of a game which aimed at the consumption awareness of the participants. The competition between users was stimulated by the attribution of points, using the weekly consumption comparison of groups formed by the participants. Other functionalities, allowing users to obtain extra points, were designed to keep a high level of engagement.

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Publication Details

Published
2024-11-03
DOI
https://doi.org/10.1109/iecon55916.2024.10905716
Primary Topic
Energy Efficiency and Management
Type
article
Field-Weighted Citation Impact
0.00

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article

The use of gamification to improve the sustainability of energy consumption

Pedro F. Pereira, Armando Caldeira-Pires, Rui Amaral Lopes, João Poças Martins et al.
Energy Efficiency and Management
article

The use of gamification to improve the sustainability of energy consumption

Pedro F. Pereira, Armando Caldeira-Pires, Rui Amaral Lopes, João Poças Martins, V. Fernão Pires, Tiago Luz
article en

Abstract

The unsustainable use of resources (water, gas, and electricity) contributes to the intensification of global warming. On the other hand, the indiscriminate use of electrical resources poses serious problems to the sustainability and operability of the power grid. One of the solutions to mitigate this problem refers to responsible use of resources by the domestic user, creating new habits, without giving up their lifestyle and comfort. The creation of a game supported by a web application, which allows the use of group game techniques, can promote the increase of efficient consumption by the users. This work presents the development of a game which aimed at the consumption awareness of the participants. The competition between users was stimulated by the attribution of points, using the weekly consumption comparison of groups formed by the participants. Other functionalities, allowing users to obtain extra points, were designed to keep a high level of engagement.

Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento (PT), University of Lisbon (PT), Universidade Nova de Lisboa (PT)
Fundação para a Ciência e a Tecnologia
Affordable and clean energy
Openalex Percentile: Top 83%
Energy Efficiency and Management
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