Enabeling consumer behaviour transformation through Serious Games – The SAVE ENERGY case study

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Enabeling consumer behaviour transformation through Serious Games – The SAVE ENERGY case study –The Second International Conference on Serious Games Development & ApplicationsLisbon 19 – 20 September 2011

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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

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SAVE ENERGY Project

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Goals:• 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

5 Energy Efficiency Pilots located at public buildings

SAVE ENERGY Pilots Framework

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SAVE ENERGY High Level Decision Model

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Behavlets Architecture

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Unplug when not in

use

Mobile Charger

15-20% Energy Savings

Resources Actions

Outcomes

Pilots Virtual Environment

Energy Consumption

Data

BehaviourTransformation

Behaviour Patterns

SAVE ENERGY Simulation Model

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Serious game general architectureclient-server / mini-games

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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

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SAVE ENERGY Social ArchitectureObjectives of the Serious Game development

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Social Networking

Social Bookmarking

Microblogging

Presentations

Professional Networking

Photo Sharing

Content Aggregator

Social Publishing

Video Sharing

SAVE ENERGY Platform

Mini Games

Learn More & Quiz

Real-Time Information

Users / Citizens / Consumers

SAVE ENERGYCommunities

SAVE ENERGYCentral Services

SAVE ENERGYPortal

Syndication

Communication schematic

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Green My Place

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Client side architecture

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Green My Place: mini-games

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User Behaviour Transformation

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User Behaviour Transformation

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User Behaviour Transformation

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Prompt

Informal MeetingFormal MeetingEnergy AuditActions ChecklistEnergy HelpdeskCorporate PolicyMetered BillingPersonal ObjectivesSet ExamplesSuggestions Box

web / tv / radioSerious Game (with real data)Serious Game (no real data)Social Network - share experienceSocial Network with data

Leaflet (information)Poster / SignageNewsletter (stories)Report (with real data)

Real Time Energy / CostPerformance vs BaselineHistoric Information (graphical)Energy Saving TipsCompetition / Incentives

BehaviourChangeTool

User Behaviour Transformation

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Prompt

Informal MeetingFormal MeetingEnergy AuditActions ChecklistEnergy HelpdeskCorporate PolicyMetered BillingPersonal ObjectivesSet ExamplesSuggestions Box

web / tv / radioSerious Game (with real data)Serious Game (no real data)Social Network - share experienceSocial Network with data

Leaflet (information)Poster / SignageNewsletter (stories)Report (with real data)

Real Time Energy / CostPerformance vs BaselineHistoric Information (graphical)Energy Saving TipsCompetition / Incentives

BehaviourChangeTool

SAVE ENERGY results

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Pilot Full execution & evaluation Savings achieved (UBT-based)

Luleå8% Restaurant7% Music>30% Office

Helsinki 84% Gym (non-UBT)25-41% Ala-Malmi

Leiden3.4% Lights5.4 % Desk6.3% Other

Lisbon 16.5% Block B2

Manchester 15%

Green My PlaceEuropean Best Learning Game Competition

1st place – Non-professional best functional learning game – 2010

5th place – Best professional learning game – high budget – 2011

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SAVE ENERGY Conference

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Parliament meeting

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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.

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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Thank you!

João RaposoAlfamicro – joao.raposo@alfamicro.pt

Álvaro de Oliveira – Ben Cowley

http://www.ict4saveenergy.euhttp://http://www.greenmyplace.net/

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