Abstract

Serious games, as an engaging medium on energy consumption, have recently become more popular, as they present an educational mechanism to engage end-users. A novel application of serious games in engaging and educating end-users has been validated during the last years. However, there is little research focusing on the review of its development trends, categories and approaches. The proposed paper reviews serious games as an engaging medium for building energy consumption. The research focuses on the role of energy-consumption awareness-related education in motivating end-users to save energy and make informed decisions to change energy-related behaviours. This research stresses the approaches to underlining the issue as ascertained from a number of efficiency-related serious games. The investigation suggests the potential impact that serious games can have on changing the domestic practices of householders, in a safe, fun and interactive environment. This would enable householders to investigate alternative ways of meeting energy-consumption targets and realise the limits to their energy-saving potential. It concludes that at present, serious games do not take advantage of the opportunities available in energy monitoring and sub-metering, or real-life energy behaviours. Meanwhile, the existing evaluation framework for the effectiveness of an energy serious game still needs to be further developed. However, active engagement in energy monitoring has contributed to numerous past successes in energy use reduction, and gamification and serious games show great potential for building upon these achievements.

Highlights

  • Serious games are simulations of real-world events or processes designed for the purpose of solving a problem and can be used to respond to and capture the complex energy-using behaviour of end-user customers [1]

  • We identify progress in and further opportunities for engaging people with their energy consumption through serious games and gamification

  • The first key aspect is in relation to the design and improvement of the serious games regarding the identification of key factors that impact the willingness of users to engage in and explore the design strategies employed in persuasive applications

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Summary

Introduction

Serious games are simulations of real-world events or processes designed for the purpose of solving a problem and can be used to respond to and capture the complex energy-using behaviour of end-user customers [1]. Serious games present a valuable effect on energy consumption, conservation and efficiency. Within the serious game framework, parameters such as those related with the end-user—widely accepted as the most unstable factor of all within the boundaries of the energy consumption cycle—can be categorised and addressed. The advantages of the serious games can be that they are entertaining as well as training and educating users using direct feedback and interaction to convey insights into the energy use outcomes of ordinary domestic behaviour [1]

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