Serious games for energy social science research

This paper proposes a set of criteria for evaluation of serious games (SGs) which are intended as effective methods of engaging energy users and lowering consumption. We discuss opportunities for using SGs in energy research which go beyond existing feedback mechanisms, including use of immersive virtual worlds for learning and testing behaviours, and sparking conversations within households. From a review of existing SG evaluation criteria, we define a tailored set of criteria for energy SG development and evaluation. The criteria emphasise the need for the game to increase energy literacy through applicability to real-life energy use/management; clear, actionable goals and feedback; ways of comparing usage socially and personal relevance. Three existing energy games are evaluated according to this framework. The paper concludes by outlining directions for future development of SGs as an effective tool in social science research, including games which inspire reflection on trade-offs and usage at different scales.

[1]  Jennings Bryant,et al.  Psychological and Communicological Theories of Learning and Emotion Underlying Serious Games , 2009 .

[2]  James A. Landay,et al.  The design of eco-feedback technology , 2010, CHI.

[3]  J. Mezirow An overview on transformative learning , 2008 .

[4]  P. M. Kato,et al.  A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial , 2008, Pediatrics.

[5]  Yolande Strengers,et al.  Smart Energy Technologies in Everyday Life , 2013 .

[6]  Danièle Revel,et al.  World energy scenarios : Composing energy futures to 2050 , 2013 .

[7]  James F. Knight,et al.  Serious gaming technology in major incident triage training: a pragmatic controlled trial. , 2010, Resuscitation.

[8]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[9]  U. Ritterfeld,et al.  Enjoyment of Digital Games: What Makes Them “Seriously” Fun? , 2009 .

[10]  Nazlena Mohamad Ali,et al.  Designing Interactive Applications to Support Novel Activities , 2013, Adv. Hum. Comput. Interact..

[11]  Evangelos Karapanos,et al.  Playful or Gameful?: creating delightful user experiences , 2014, INTR.

[12]  L. J. Carton,et al.  The Urban Network Game: A Simulation of the Future of Joint City Interests , 2005 .

[13]  Helmut Berger,et al.  Design and evaluation of a Serious Game for immersive cultural training , 2010, 2010 16th International Conference on Virtual Systems and Multimedia.

[14]  Shaaron Ainsworth How Should We Evaluate Complex Multimedia Environments? , .

[15]  Liyan Song,et al.  Digital Game-Based Learning , 2014 .

[16]  Asimina Vasalou,et al.  Bridging serious games and participatory design , 2014, Int. J. Child Comput. Interact..

[17]  Sheng-Chin Yu,et al.  journal homepage: www.elsevier.com/locate/compedu , 2022 .

[18]  Paul Dolan,et al.  Neighbors, Knowledge, and Nuggets: Two Natural Field Experiments on the Role of Incentives on Energy Conservation , 2013 .

[19]  Sarvapali D. Ramchurn,et al.  Understanding domestic energy consumption through interactive visualisation: a field study , 2012, UbiComp.

[20]  Igor Mayer,et al.  Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games , 2012, VS-GAMES.

[21]  Ian Dunwell,et al.  Four-dimensional consideration of feedback in serious games , 2011 .

[22]  A. Carrico,et al.  Motivating energy conservation in the workplace: An evaluation of the use of group-level feedback and peer education , 2011 .

[23]  Riccardo Berta,et al.  Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..

[24]  Volker Wulf,et al.  What People Do with Consumption Feedback: A Long-Term Living Lab Study of a Home Energy Management System , 2015, Interact. Comput..

[25]  L. J. Becker Joint effect of feedback and goal setting on performance: a field study of residential energy conservation , 1978 .

[26]  Ralf St. Clair,et al.  Words for the World: Creating Critical Environmental Literacy for Adults. , 2003 .

[27]  Eli Blevis,et al.  Energy aware dwelling: a critical survey of interaction design for eco-visualizations , 2008, OZCHI.

[28]  Rob Nadolski,et al.  EMERGO: methodology and toolkit for efficient development of serious games in higher education , 2007 .

[29]  Volker Wulf,et al.  Uncovering practices of making energy consumption accountable: A phenomenological inquiry , 2013, TCHI.

[30]  Kevin Burchell,et al.  Working together to save energy? Report of the Smart Communities project , 2014 .

[31]  Michael Nye,et al.  Re-materialising energy use through transparent monitoring systems , 2008 .

[32]  Linda Steg,et al.  Promoting household energy conservation , 2008 .

[33]  Tom Rodden,et al.  Smart grids, smart users? The role of the user in demand side management , 2014 .

[34]  Vinod Srinivasan,et al.  Designing entertaining educational games using procedural rhetoric: a case study , 2010, Sandbox '10.

[35]  Aristidis Protopsaltis,et al.  Building Social Commmunities around Alternate Reality Games , 2011, 2011 Third International Conference on Games and Virtual Worlds for Serious Applications.

[36]  C. Vlek,et al.  A review of intervention studies aimed at household energy conservation , 2005 .

[37]  Martin Oliver,et al.  How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? , 2006, Comput. Educ..

[38]  P. Hellegers,et al.  Interactions between water, energy, food and environment: evolving perspectives and policy issues. , 2008 .

[39]  Brian Orland,et al.  Saving energy in an office environment: A serious game intervention , 2014 .

[40]  D. Lieberman,et al.  Management of chronic pediatric diseases with interactive health games: theory and research findings. , 2001, The Journal of ambulatory care management.

[41]  KarapanosEvangelos,et al.  Playful or Gameful , 2014 .

[42]  L. Harasim Constructivist Learning Theory , 2012 .

[43]  S. S. van Dam,et al.  Home energy monitors: impact over the medium-term , 2010 .

[44]  Teenagers Talking , 1964 .

[45]  John W. Rice,et al.  The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education , 2012, Int. J. Gaming Comput. Mediat. Simulations.

[46]  Sarah Royston,et al.  Smart energy technologies in everyday life: smart Utopia? , 2014, Technol. Anal. Strateg. Manag..

[47]  Janet C. Read,et al.  Teenagers talking about technologies: designing technology to reduce teen energy use , 2013, CHI Extended Abstracts.

[48]  Jeannet H. Van Houwelingen,et al.  The Effect of Goal-Setting and Daily Electronic Feedback on In-Home Energy Use , 1989 .

[49]  Mike Woods,et al.  New Geographies of Citizenship , 2005 .

[50]  Geertje Bekebrede,et al.  The research and evaluation of serious games: Toward a comprehensive methodology , 2014, Br. J. Educ. Technol..

[51]  Shaaron Ainsworth How Should We Evaluate Multimedia Learning Environments , 2008 .

[52]  E. Aronson,et al.  Using Social Cognition and Persuasion to Promote Energy Conservation: A Quasi‐Experiment , 1988 .

[53]  Stefan Göbel,et al.  Evaluation of Serious Games , 2013 .

[54]  Aad Slootmaker,et al.  EMERGO: A methodology and toolkit for developing serious games in higher education , 2008 .

[55]  Margot Brereton,et al.  Curiosity to cupboard: self reported disengagement with energy use feedback over time , 2013, OZCHI.

[56]  John M. Quigley,et al.  Energy literacy, awareness, and conservation behavior of residential households , 2013 .

[57]  Åsa Nyblom,et al.  Coffee maker patterns and the design of energy feedback artefacts , 2010, Conference on Designing Interactive Systems.

[58]  Pascal Perez,et al.  Serious games to explore uncertainty of future farms , 2012 .