Abstract: Buildings are responsible for a large fraction of the world’s total electrical consumption. Energy awareness of residents, by means of timely electrical consumption feedback through smart metering, aims to reduce the waste of energy. Further savings can be achieved by leveraging social norms and entertainment to drive sus-tainable behavior. In this paper, we investigate two important pillars in the energy saving initiatives, which are the recreational aspect and the social influence of the neighborhood. We performed a small case study in two blocks of flats, creating a social competition among the flats, to award those with the best energy management. Our evaluation results indicate that energy-related social games have the potent...
To test the effectiveness of competitive and collaborative settings on engaging households, a mobile...
Buildings are responsible for 40% of the EU's total energy consumption and 36% of greenhouse gas emi...
This paper seeks to examine the social aspects of serious games and explore how they may be leverage...
This paper presents a study about a \u91serious game\u92, \u93Energy Battle\u94, as a means to influ...
The energy consumption of the current building stock represents about 40% of the total final energy...
To test the effectiveness of a competitive or collaborative approach on engaging people to change th...
The present study tests and compares the efficacy of two different social game modes, collaborative ...
The energy consumption of the current building stock represents about 40% of the total final energy ...
The application of gamification to encourage energy conservation behaviour in house occupants is an ...
We describe a social game that we designed for encouraging energy efficient behavior amongst buildin...
The invisibility and intangibility of energy are key challenges faced by communicators looking to re...
This paper presents a qualitative exploration of domestic energy consumption practices in the UK soc...
With the advent of Smart Energy Systems and Energy Cooperatives in the Netherlands and elsewhere, sh...
A change in how individuals consume energy is a key step in fighting climate change since it represe...
Serious games are digital games, simulations and virtual environments designed for primary purposes ...
To test the effectiveness of competitive and collaborative settings on engaging households, a mobile...
Buildings are responsible for 40% of the EU's total energy consumption and 36% of greenhouse gas emi...
This paper seeks to examine the social aspects of serious games and explore how they may be leverage...
This paper presents a study about a \u91serious game\u92, \u93Energy Battle\u94, as a means to influ...
The energy consumption of the current building stock represents about 40% of the total final energy...
To test the effectiveness of a competitive or collaborative approach on engaging people to change th...
The present study tests and compares the efficacy of two different social game modes, collaborative ...
The energy consumption of the current building stock represents about 40% of the total final energy ...
The application of gamification to encourage energy conservation behaviour in house occupants is an ...
We describe a social game that we designed for encouraging energy efficient behavior amongst buildin...
The invisibility and intangibility of energy are key challenges faced by communicators looking to re...
This paper presents a qualitative exploration of domestic energy consumption practices in the UK soc...
With the advent of Smart Energy Systems and Energy Cooperatives in the Netherlands and elsewhere, sh...
A change in how individuals consume energy is a key step in fighting climate change since it represe...
Serious games are digital games, simulations and virtual environments designed for primary purposes ...
To test the effectiveness of competitive and collaborative settings on engaging households, a mobile...
Buildings are responsible for 40% of the EU's total energy consumption and 36% of greenhouse gas emi...
This paper seeks to examine the social aspects of serious games and explore how they may be leverage...