The potential of gamification in IEQ monitoring: Open-source hardware development and field studies

Building operation accounts for nearly one-third of global final energy consumption, and occupant behavior remains a critical factor influencing both energy demand and Indoor Environmental Quality (IEQ). Gamification has emerged as a promising approach to encourage energy-efficient behaviors. However, there is a lack of open, deployable systems that enable researchers to study behavioral responses in real-world settings. This work introduces an open-source, modular IEQ monitoring system with a gamified graphical user interface designed to raise awareness and promote energy-efficient indoor practices. The system was deployed in three small-scale field studies to evaluate its usability and potential to prompt behavioral changes. Overall, the 16 participants rated the system as highly usable. Although no changes in self-reported heating or cooling behaviors were observed, participants reported more frequent and longer ventilation periods during the study. However, the differences between the intervention and control conditions were small and not statistically significant, likely due to the limited sample size and short study duration. Sensor data also implied the potential for more energy-efficient ventilation strategies. These findings highlight the potential and limitations of using gamified feedback mechanisms to influence IEQ-related behavior. • Open-source gamified system developed for Indoor Environmental Quality monitoring. • System usability rated highly across field studies with diverse participant groups. • Gamification potentially encourages intentional ventilation and sustained engagement.

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Publication Details

Journal
Building and Environment
Published
2026-04-22
DOI
https://doi.org/10.1016/j.buildenv.2026.114657
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

The potential of gamification in IEQ monitoring: Open-source hardware development and field studies

Christoph van Treeck, Jérôme Frisch, Dono Jamoliddinova, Marc Syndicus
Building and Environment
Educational Games and Gamification
article

The potential of gamification in IEQ monitoring: Open-source hardware development and field studies

Christoph van Treeck, Jérôme Frisch, Dono Jamoliddinova, Marc Syndicus
article en

Abstract

Building operation accounts for nearly one-third of global final energy consumption, and occupant behavior remains a critical factor influencing both energy demand and Indoor Environmental Quality (IEQ). Gamification has emerged as a promising approach to encourage energy-efficient behaviors. However, there is a lack of open, deployable systems that enable researchers to study behavioral responses in real-world settings. This work introduces an open-source, modular IEQ monitoring system with a gamified graphical user interface designed to raise awareness and promote energy-efficient indoor practices. The system was deployed in three small-scale field studies to evaluate its usability and potential to prompt behavioral changes. Overall, the 16 participants rated the system as highly usable. Although no changes in self-reported heating or cooling behaviors were observed, participants reported more frequent and longer ventilation periods during the study. However, the differences between the intervention and control conditions were small and not statistically significant, likely due to the limited sample size and short study duration. Sensor data also implied the potential for more energy-efficient ventilation strategies. These findings highlight the potential and limitations of using gamified feedback mechanisms to influence IEQ-related behavior. • Open-source gamified system developed for Indoor Environmental Quality monitoring. • System usability rated highly across field studies with diverse participant groups. • Gamification potentially encourages intentional ventilation and sustained engagement.

Building and EnvironmentVol. 298
RWTH Aachen University (DE)
RWTH Aachen University
Openalex Percentile: Top 7%
Educational Games and Gamification
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