2020
DOI: 10.1016/j.enbuild.2020.110101
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A gamification platform to foster energy efficiency in office buildings

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Cited by 35 publications
(32 citation statements)
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“…To reduce energy consumption in the workplace, researchers developed the gamified app "My Backyard Garden," which led to reduced electricity consumption specific to computerrelated energy usage [29]. Another app, "GReSBAS" (Grid Responsive Society through Building Automation Systems), effectively encouraged a variety of energy saving behaviors in an office setting such as turning off lights when not in use [30]. In an educational context, the use of the apps "Abouit" and "Labels for your Planet," in conjunction with traditional teaching methods, improved undergraduate business students' energy consumption habits as well as their knowledge about sustainability [31].…”
Section: Energy Reductionmentioning
confidence: 99%
“…To reduce energy consumption in the workplace, researchers developed the gamified app "My Backyard Garden," which led to reduced electricity consumption specific to computerrelated energy usage [29]. Another app, "GReSBAS" (Grid Responsive Society through Building Automation Systems), effectively encouraged a variety of energy saving behaviors in an office setting such as turning off lights when not in use [30]. In an educational context, the use of the apps "Abouit" and "Labels for your Planet," in conjunction with traditional teaching methods, improved undergraduate business students' energy consumption habits as well as their knowledge about sustainability [31].…”
Section: Energy Reductionmentioning
confidence: 99%
“…According to Frederiks et al [72] , availing auditory reminders for people who often forget how to act in energy-efficient ways influences their actions towards taking energy-saving approaches. Rafsanjani et al [60] also reported a similar finding, who argued that the provision of personalized energy-use informationenabled participants to adopt energy aware behaviors in commercial buildings. An IoT-based smartphone energy assistant (iSEA) was developed in their research, enabling occupants to track energy usage through tailor-made personalized feedback.…”
Section: Managementmentioning
confidence: 68%
“…One of the possible solutions to change user behaviour is creating a mobile ICT tool based on gamification principles. Here, inspired by one of the first examples of gamification usage, i.e., the toy Tamagotchi, and modern approaches [43][44][45], we proposed a tool based on a game to collect data that support improvements of the consumption behaviour of users and the prediction of energy demand.…”
Section: Gamification Toolmentioning
confidence: 99%
“…gamification principles. Here, inspired by one of the first examples of gamification usage, i.e., the toy Tamagotchi, and modern approaches [43][44][45], we proposed a tool based on a game to collect data that support improvements of the consumption behaviour of users and the prediction of energy demand. Multiple aspects shall be considered while developing the mobile gamification tool:…”
mentioning
confidence: 99%