This paper presents a gamification methodology and ICT solution currently under development in the enCOMPASS European project, which aims at implementing and validating an integrated socio-technical approach to behavioral change for energy saving. To this aim, innovative user-friendly digital tools are being developed to make energy data consumption available and understandable for different categories of users and stakeholders (household residents, office employees, school pupils, building managers, and utilities operators) and to enable their collaboration to achieve energy savings in efficient, cost-effective and comfort-preserving ways. The enCOMPASS platform supports user-centered visualization of energy data from smart meters and sensors and uses the gathered information to provide its users with context-aware adaptive recommendations for energy savings. Moreover, it relies on gamification elements to increase effectiveness and produce greater and more durable behaviour change

A Socio-Technical System Based on Gamification Towards Energy Savings

Piero Fraternali;Sergio Herrera;Chiara Pasini;
2018-01-01

Abstract

This paper presents a gamification methodology and ICT solution currently under development in the enCOMPASS European project, which aims at implementing and validating an integrated socio-technical approach to behavioral change for energy saving. To this aim, innovative user-friendly digital tools are being developed to make energy data consumption available and understandable for different categories of users and stakeholders (household residents, office employees, school pupils, building managers, and utilities operators) and to enable their collaboration to achieve energy savings in efficient, cost-effective and comfort-preserving ways. The enCOMPASS platform supports user-centered visualization of energy data from smart meters and sensors and uses the gathered information to provide its users with context-aware adaptive recommendations for energy savings. Moreover, it relies on gamification elements to increase effectiveness and produce greater and more durable behaviour change
2018
2018 IEEE International Conference on Pervasive Computing and Communications (PerCom)
978-1-5386-3224-6
Energy Saving, Behavioral Change, Gamification
File in questo prodotto:
File Dimensione Formato  
A_Socio_Technical_System_Based_on_Gamification_Towards_Energy_Savings.pdf

accesso aperto

Descrizione: A Socio-Technical System Based on Gamification Towards Energy Savings
: Post-Print (DRAFT o Author’s Accepted Manuscript-AAM)
Dimensione 219.8 kB
Formato Adobe PDF
219.8 kB Adobe PDF Visualizza/Apri

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1121517
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 19
  • ???jsp.display-item.citation.isi??? 0
social impact