Optimal Design of Serious Games for Consumer Engagement in the Smart Grid

Serious games are a promising approach for demand-side management that aims to higher user engagement and active participation. In this paper,<xref rid="fn1" ref-type="fn"><sup>1</sup></xref> we introduce the problem of optimal serious-game design for achieving specific energy-consumption reduction goals. We consider a serious game, where a serious-game designer entity presents publicly to all consumers a list of top-<inline-formula> <tex-math notation="LaTeX">${K}$ </tex-math></inline-formula> consumers and a list of bottom-<inline-formula> <tex-math notation="LaTeX">${M}$ </tex-math></inline-formula> consumers according to their respective energy-consumption reduction at peak hours. The driving forces of this serious game are the user discomfort due to demand load reduction, the user desire for social approval and the user sensitivity to social outcasting. We formulate the problems of the serious-game designer as an operational-cost minimization one for the utility company and that of each consumer as a utility-maximization one. The serious-game-design problem is to decide on <inline-formula> <tex-math notation="LaTeX">${K}$ </tex-math></inline-formula>, <inline-formula> <tex-math notation="LaTeX">${M}$ </tex-math></inline-formula>, and on the feedback provided to the consumers, while the consumer-side problem amounts to selecting the behavioral change to energy consumption that maximizes the expected user utility. By a series of simulations, we show how the choices of <inline-formula> <tex-math notation="LaTeX">${K}$ </tex-math></inline-formula>, <inline-formula> <tex-math notation="LaTeX">${M}$ </tex-math></inline-formula> affect the energy consumption reduction for different types of customers.<fn id="fn1"><label><sup>1</sup></label><p>Part of this work was published in IEEE SmartGridComm 2014 <xref ref-type="bibr" rid="ref1">[1]</xref>.</p></fn>

[1]  Philip M. Johnson,et al.  Beyond kWh: Myths and fixes for energy competition game design , 2012 .

[2]  Karl Aberer,et al.  Effective consumption scheduling for demand-side management in the smart grid using non-uniform participation rate , 2013, 2013 Sustainable Internet and ICT for Sustainability (SustainIT).

[3]  Quanyan Zhu,et al.  Dependable Demand Response Management in the Smart Grid: A Stackelberg Game Approach , 2013, IEEE Transactions on Smart Grid.

[4]  Zhu Han,et al.  A satisfaction game for heating, ventilation and air conditioning control of smart buildings , 2013, 2013 IEEE Global Communications Conference (GLOBECOM).

[5]  Na Li,et al.  Optimal demand response based on utility maximization in power networks , 2011, 2011 IEEE Power and Energy Society General Meeting.

[6]  Alexandre N. Tuch,et al.  Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements , 2013, Gamification.

[7]  D. Keyson,et al.  Exploring the use of a game to stimulate energy saving in households , 2012 .

[8]  Tim Marsh,et al.  Serious games continuum: Between games for purpose and experiential environments for purpose , 2011, Entertain. Comput..

[9]  Erik Knol,et al.  EnerCities - A Serious Game to Stimulate Sustainability and Energy Conservation: Preliminary Results , 2011 .

[10]  Aikaterini Bourazeri,et al.  Serious Game Design for Inclusivity and Empowerment in SmartGrids , 2013 .

[11]  Lazaros Gkatzikis,et al.  The Role of Aggregators in Smart Grid Demand Response Markets , 2013, IEEE Journal on Selected Areas in Communications.

[12]  Stijn Rottiers,et al.  The sociology of social recognition: competition in social recognition games , 2010 .

[13]  The Demand Response Baseline , 2009 .

[14]  I. Glicksberg A FURTHER GENERALIZATION OF THE KAKUTANI FIXED POINT THEOREM, WITH APPLICATION TO NASH EQUILIBRIUM POINTS , 1952 .

[15]  G. G. Stokes "J." , 1890, The New Yale Book of Quotations.

[16]  Lennart E. Nacke,et al.  Time's up: studying leaderboards for engaging punctual behaviour , 2013, Gamification.

[17]  James K. Scarborough,et al.  Leveraging the engagement of games to change energy behavior , 2012, 2012 International Conference on Collaboration Technologies and Systems (CTS).

[18]  Iordanis Koutsopoulos,et al.  Optimal design of serious games for demand side management , 2014, 2014 IEEE International Conference on Smart Grid Communications (SmartGridComm).

[19]  Philip M. Johnson,et al.  Energy Feedback for Smart Grid Consumers: Lessons Learned from the Kukui Cup , 2013 .

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