Enabeling consumer behaviour transformation through Serious Games – The SAVE ENERGY case study , made by João Raposo at the Second International Conference on Serious Games Development & Applications (SGDA) in
Lisbon on 20 September 2011
Enabeling consumer behaviour transformation through Serious Games – The SAVE ENERGY case study
1. Enabeling consumer behaviour
transformation through Serious Games
– The SAVE ENERGY case study –
The Second International Conference on Serious Games
Development & Applications
Lisbon 19 – 20 September 2011
1
2. Overview
• SAVE ENERGY Project
• High level decision model
• Behavlet concept
• SAVE ENERGY serious game architecture
• Introducing: Green My Place
• User Behaviour Transformation
• Green My Place achievements and
recommendations
2
3. SAVE ENERGY Project
Goals:
5 Energy Efficiency Pilots located at public buildings • 20% of Energy Savings
• Smart ICT Energy
Efficiency model and
platform
• Serious Game focused
on Energy Efficiency at
Public Spaces
• User behavior
transformation
• Living Lab
methodology
• Pilots committed to
extend results beyond
project completion
• European wide
dissemination of results
• Policy
Recommendations at
Regional, National and
European levels
3
6. Behavlets Architecture
Pilots Virtual Behaviour
Environment Patterns
Resources Actions
Unplug
Mobile when
Charger not in
use
15-20%
Energy
Savings
Energy
Behaviour
Consumption
Data Outcomes Transformation
6
9. Serious game: Online solution
• Closer integration with online services – social
networks
• The user does not need to have administrator rights to
the machine
• Scalability and dissemination possibilities are greater
• Up-to-date product at every log-on
• Format more familiar to users
• Security, privacy and code bugs are dealt in real-time
• Target range of machines is almost universal
9
10. SAVE ENERGY Social Architecture
Objectives of the Serious Game development
Syndication
SAVE ENERGY
Communities Social Networking
SAVE ENERGY Platform
Real-Time Information Social Bookmarking
Microblogging
SAVE ENERGY
Learn More & Quiz Portal Presentations
Professional
Networking
Photo Sharing
Mini Games
Content
SAVE ENERGY Aggregator
Social Publishing
Central Services
Video Sharing
Users / Citizens / Consumers
10
17. User Behaviour Transformation
Behaviour Ed
Change
Tool Is there a Do I kn
problem? to
Informal Meeting
Formal Meeting
Energy Audit
Actions Checklist
Energy Helpdesk
Corporate Policy
Metered Billing
Personal Objectives
Set Examples
Suggestions Box
web / tv / radio
Serious Game (with real data)
Serious Game (no real data)
Social Network - share experience
Social Network with data
Leaflet (information)
Poster / Signage
Newsletter (stories)
Report (with real data)
Real Time Energy / Cost
Performance vs Baseline
Historic Information (graphical)
Energy Saving Tips
Competition / Incentives
17
18. User Behaviour Transformation
Behaviour Ed
Change
Tool Is there a Do I kn
problem? to
Informal Meeting
Formal Meeting
Energy Audit
Actions Checklist
Energy Helpdesk
Corporate Policy
Metered Billing
Personal Objectives
Set Examples
Suggestions Box
web / tv / radio
Serious Game (with real data)
Serious Game (no real data)
Social Network - share experience
Social Network with data
Leaflet (information)
Poster / Signage
Newsletter (stories)
Report (with real data)
Real Time Energy / Cost
Performance vs Baseline
Historic Information (graphical)
Energy Saving Tips
Competition / Incentives
18
19. SAVE ENERGY results
Pilot Full execution & evaluation Savings achieved (UBT-based)
8% Restaurant
Luleå 7% Music
>30% Office
84% Gym (non-UBT)
Helsinki
25-41% Ala-Malmi
3.4% Lights
Leiden 5.4 % Desk
6.3% Other
Lisbon 16.5% Block B2
Manchester 15%
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20. Green My Place
European Best Learning Game Competition
1st place – Non-professional best functional
learning game – 2010
5th place – Best professional learning game –
high budget – 2011
20
22. Parliament meeting
Mini-games as a successful way of maximizing
user interest in SAVE ENERGY
In the Helsinki Pilot (schools), in which children had been
included in the Living Lab methodology, had materially
increased their understanding of energy efficiency issues
through the mini-games.
Children used this increased awareness to also change
behaviour in their own homes, involving their parents in the
process, including the games.
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23. Green Paper
• Results from testing of the ICT-based games developed
and implemented in the SAVE ENERGY project point
towards a positive impact of targeted game-playing on
understanding and awareness of energy saving
methods.
• The SAVE ENERGY project has demonstrated that such
open source platform (middleware data gathering
platform) does increase innovation rate through
advanced research-based applications such as the
serious games.
• Serious games can be an effective way to address
energy related thematic in the students curriculum.
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24. Thank you!
João Raposo
Alfamicro – joao.raposo@alfamicro.pt
Álvaro de Oliveira – Ben Cowley
http://www.ict4saveenergy.eu
http://http://www.greenmyplace.net/