TY - JOUR
T1 - Saving energy in an office environment
T2 - A serious game intervention
AU - Orland, Brian
AU - Ram, Nilam
AU - Lang, Dean
AU - Houser, Kevin
AU - Kling, Nate
AU - Coccia, Michael
N1 - Funding Information:
Many thanks go to the study participants for providing a detailed glimpse of their daily energy use for such extended periods of time, and to the many research assistants and employees of the Princeton Plasma Physics Laboratory who helped obtain the data. This study was supported by the Energy Efficient Buildings Hub (EEB Hub), an energy innovation hub sponsored by the U.S. Department of Energy under Award Number DE-EE0004261 .
PY - 2014/5
Y1 - 2014/5
N2 - Serious Games are virtual simulations of real-world activities that can both educate users and prompt behavioral change. This study evaluated the effectiveness of a virtual pet game in reducing plug-loads in a mid-size commercial office. Participants were 61 resident workers. The energy consumption of 288 appliances was monitored for 24 weeks using plug-load sensors. After 4-weeks of baseline, 42 participants were introduced to the "Energy Chickens" serious game, which they played for 12 weeks. Within the game, daily energy consumption data for each individual's devices were used to manipulate animated chickens living on a personalized virtual farm. Changes in device-specific energy consumption were reflected in the improving or declining "health" of the corresponding chickens. Healthy, energy-saving chickens laid eggs that the user could collect and use to purchase accessories for their virtual farm. Across all intervention days, average energy consumption declined by 13%. Participants achieved 23% reductions on non-work days and 7% reductions on workdays. At the conclusion of the intervention, 69% of participants indicated that the game helped them be more energy conscious, with some indicating changes in their energy use outside the office. Results highlight the effectiveness of behavioral interventions on plug-load energy consumption within commercial office settings.
AB - Serious Games are virtual simulations of real-world activities that can both educate users and prompt behavioral change. This study evaluated the effectiveness of a virtual pet game in reducing plug-loads in a mid-size commercial office. Participants were 61 resident workers. The energy consumption of 288 appliances was monitored for 24 weeks using plug-load sensors. After 4-weeks of baseline, 42 participants were introduced to the "Energy Chickens" serious game, which they played for 12 weeks. Within the game, daily energy consumption data for each individual's devices were used to manipulate animated chickens living on a personalized virtual farm. Changes in device-specific energy consumption were reflected in the improving or declining "health" of the corresponding chickens. Healthy, energy-saving chickens laid eggs that the user could collect and use to purchase accessories for their virtual farm. Across all intervention days, average energy consumption declined by 13%. Participants achieved 23% reductions on non-work days and 7% reductions on workdays. At the conclusion of the intervention, 69% of participants indicated that the game helped them be more energy conscious, with some indicating changes in their energy use outside the office. Results highlight the effectiveness of behavioral interventions on plug-load energy consumption within commercial office settings.
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U2 - 10.1016/j.enbuild.2014.01.036
DO - 10.1016/j.enbuild.2014.01.036
M3 - Article
AN - SCOPUS:84894231098
SN - 0378-7788
VL - 74
SP - 43
EP - 52
JO - Energy and Buildings
JF - Energy and Buildings
ER -