Abstract

ICT-based solutions are seen to be almost totally environmentally friendly, but game-based solutions for energy saving have not been explored yet. This paper describes a comprehensive analysis and an in-depth interpretation of the life cycle environmental impact of a game-based solution for domestic energy saving, developed and validated within the EU-funded Horizon 2020 project EnerGAware—Energy Game for Awareness of energy efficiency in social housing communities. Life cycle impacts were calculated with SimaPRO 8.5.2.0 using the ReCiPe 2016 v1.02 midpoint and endpoint methods and information contained within the Ecoinvent v3.4 database. Although the pre-competitive solution, directly arising from the research project, was found to have a relatively high environmental impact, its future exploitation, which mostly relies on existing infrastructure, was found to be highly competitive from an environmental perspective. The game will help reduce the life cycle impact of domestic energy consumption on damage to human health (3.68%), ecosystem quality (3.87%), and resource availability (4.81%). Most of the environmental impact of the market solution was found in the manufacturing phase (77.96–80.12%). Transport (8.86–7.57%), use (3.86–5.82%), and maintenance (7.24–7.54%) phases were found to contribute little to environmental impact. This research provides a useful reference for decision-making as it contributes to the environmental benchmarking of competing energy-saving strategies.

Highlights

  • The Paris Agreement has accelerated the European Union’s efforts to decarbonise its building stock.Within this context, the new Directive 2018/844/EU amending the Energy Performance of BuildingsDirective [1] enhances the transformation of existing buildings into nearly zero-energy buildings by shifting to more sustainable energy supplies, implementing deep retrofitting strategies, and usingICTs to improve energy performance

  • Improving end-users consumption behavior has lately emerged as a cost-effective strategy for reducing wasted energy in buildings [1,2,3,4,5,6], and several solutions aimed at exploring the potential introduced by various novel ICTs to design effective energy efficiency systems [6] based on raising users’ energy awareness and promoting behavioural changes [7] have been recently developed

  • This paper examines whether game-based paper compares environmental impact related to the energy consumption of houses in the pilot study efficiency in social housing communities

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Summary

Introduction

The Paris Agreement has accelerated the European Union’s efforts to decarbonise its building stock Within this context, the new Directive 2018/844/EU amending the Energy Performance of Buildings. ICTs (information and communication technologies) to improve energy performance Within this last field, several ICT solutions have been developed for collecting data and controlling building systems. Improving end-users consumption behavior has lately emerged as a cost-effective strategy for reducing wasted energy in buildings [1,2,3,4,5,6], and several solutions aimed at exploring the potential introduced by various novel ICTs to design effective energy efficiency systems [6] based on raising users’ energy awareness and promoting behavioural changes [7] have been recently developed. Himeur et al [6], Pasini et al [7], AlSkaif et al [8], Morganti et al [9], Johnson et al [10], Boomsma et al [11], Ouariachi et al [12], Csoknyai et al [13] and Ponce et al [14]

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