273 research outputs found

    A survey on the design of gamified systems for energy and water sustainability

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    Abstract In a world affected by the constant growth and concentration of the population in urban areas, the problem of preserving natural resources has become a priority. A promising approach to resource conservation is demand management, i.e., the ability to positively influence the behaviour of the population towards more sustainable consumption. Information and Communication Technology (ICT) tools have shown a great potential in influencing consumers’ behaviour, which could be exploited for the common good. However, the design of so-called persuasive systems for environmental purposes is a challenging task, because it cannot be based solely on the utilitarian motivation of users, but must be able to trigger a broader range of engagement factors deeply rooted in the human psychology. In this paper, we review the main design principles and models at the base of a class of persuasive system that exploits gamification and Games with a Purpose (GWAPs) to engage users towards sustainability; we identify the most commonly used incentive mechanisms for inducing behavioural changes; and present a selection of gamified systems for energy and water conservation. From such a survey, we distill design guidelines to be applied in the design of demand management socio-technical systems

    Review of Serious Energy Games : Objectives, Approaches, Applications, Data Integration, and Performance Assessment

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    In recent years, serious energy games (SEGs) garnered increasing attention as an innovative and effective approach to tackling energy-related challenges. This review delves into the multifaceted landscape of SEG, specifically focusing on their wide-ranging applications in various contexts. The study investigates potential enhancements in user engagement achieved through integrating social connections, personalization, and data integration. Among the main challenges identified, previous studies overlooked the full potential of serious games in addressing emerging needs in energy systems, opting for oversimplified approaches. Further, these studies exhibit limited scalability and constrained generalizability, which poses challenges in applying their findings to larger energy systems and diverse scenarios. By incorporating lessons learned from prior experiences, this review aims to propel the development of SEG toward more innovative and impactful directions. It is firmly believed that positive behavior changes among individuals can be effectively encouraged by using SEG

    Bidding strategy for a virtual power plant for trading energy in the wholesale electricity market

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    Virtual power plants (VPPs) are an effective way to increase renewable integration. In this PhD research, the concept design and the detailed costs and benefits of implementing a realistic VPP in Western Australia (WA), comprising 67 dwellings, are developed. The VPP is designed to integrate and coordinate an 810kW rooftop solar PV farm, 350kW/700kWh vanadium redox flow batteries (VRFB), heat pump hot water systems (HWSs), and smart appliances through demand management mechanisms. This research develops a robust bidding strategy for the VPP to participate in both load following ancillary service (LFAS) and energy market in the wholesale electricity market in WA considering the uncertainties associated with PV generation and electricity market prices. Using this strategy, the payback period can be improved by 3 years (to a payback period of 6 years) and the internal rate of return (IRR) by 7.5% (to an IRR of 18%) by participating in both markets. The daily average error of the proposed robust method is 2.7% over one year when compared with a robust mathematical method. The computational effort is 0.66 sec for 365 runs for the proposed method compared to 947.10 sec for the robust mathematical method. To engage customers in the demand management schemes by the VPP owner, the gamified approach is adopted to make the exercise enjoyable while not compromising their comfort levels. Seven gamified applications are examined using a developed methodology based on Kim’s model and Fogg’s model, and the most suitable one is determined. The simulation results show that gamification can improve the payback period by 1 to 2 months for the VPP owner. Furthermore, an efficient and fog-based monitoring and control platform is proposed for the VPP to be flexible, scalable, secure, and cost-effective to realise the full capabilities and profitability of the VPP

    Using digital social market applications to incentivise active travel: Empirical analysis of a smart city initiative

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    Information and communication technologies (ICTs), such as mobile communication networks, and behaviour-based approaches for citizen engagement play a key role in making future cities sustainable and tackling persistent problems in high-density urban areas. In the context of Sharing Cities, an EU-funded programme aiming to deliver smart city solutions in areas such as citizen participation and infrastructure improvements of buildings and mobility, a prominent intervention has been the deployment and monitoring of a Digital Social Market (DSM) tool in Milan (Italy). The DSM allows cities to engage with residents and encourage sustainable behaviours by offering non-monetary rewards. This paper aims to evaluate the effectiveness of the DSM approach to promote active travel (cycling and walking) by analysing the data collected through the app as well as through participant surveys. Our model results show that a broader engagement with the DSM app (number of claps to posts, number of posts made, non-monetary rewards earned by participating in non-travel events) is positively correlated with the monitored level of active travel. Lifestyles, attitudes, and social influence also explain the variability in cycling and walking. This highlights the importance of investigating these factors when replicating such initiatives on a large scale

    A User-Oriented Ethnographic Approach to Energy Renovation Projects in Multiapartment Buildings

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    open4siThe paper presents the activities related to ethnographic research in the Italian demo-case adapted to the needs of the TripleA-reno EU project (Affordable, Attractive, Accessible deep renovation). The overall study methodology is focused on the four phases of the People-centered development strategy, which focuses on the core idea that “knowing people” should become an integral part of energy renovation development processes as a means of achieving new categories of products, services, or business strategies. Ethnography is a typical methodology of anthropology. It is based primarily on the end-users observation, during which the researcher is directly involved in the daily activities, interactions, and events of a group of people. Involvement is intended as a means to learn the explicit and hidden aspects of an end-user’s daily life. The primary objective is to understand interactions between building occupants and the building itself, as well as their relationships and roles within the renovation processes. Implementing this research in the Italian case study has made it possible to form a knowledge base on the opinions of the subjects involved at the national level. The application of simplified ethnography methods combined with an appropriately studied questionnaire, conveyed through a web form, allowed for gathering useful information. The quantitative questionnaire data collected were then compared with the open-ended interviews collected from the residents of the Italian demo case building that was undergoing a forthcoming renovation. By confronting European, national, and demo case levels, it was possible to verify how the resident attitudes change concerning the energy renovation processes once directly involved. The aim was to understand which most stimulating factors have to be considered in order to make the end-user onboarding and renovation project experience more affordable, attractive, and accessible.openPrati, Davide; Spiazzi, Stefania; Cerinơek, Gregor; Ferrante, AnnaritaPrati, Davide; Spiazzi, Stefania; Cerinơek, Gregor; Ferrante, Annarit

    Framing Smart Meter Feedback in Relation to Practice Theory

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    Smart metering is advancing rapidly and consumption feedback from smart meters is expected to help residents to reduce their energy and water consumption. In recent years, more critical views have been expressed based on theories of social practice, arguing that smart meter feedback ignores the role of various mundane practices where energy and water are consumed and instead targets individuals as active decision-makers. We present a review of qualitative studies on smart meter feedback and results of a survey to European smart metering projects. We argue that theories of social practice can be used to reframe the challenges and potentials of smart meter feedback that have been identiïŹed in the literature and our survey. This presents challenges of smart meter feedback as resulting from normalised resource intensive practices rather than from uninterested and comfort-loving individuals. Potentials of improving the effectiveness of smart meter feedback relate to supporting communities and peer-learning and combining smart meter feedback with micro-generation of renewable energy. This has implications for how domestic energy and water consumption is targeted by policy.Peer reviewe

    Gamification for Innovators and Entrepreneurs

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    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games

    Gamification for Innovators and Entrepreneurs

    Get PDF
    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games
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