Abstract

The energy consumption of the current building stock represents about 40% of the total final energy consumption in Europe. New gamification techniques may play a significant role in helping users adopt new and more energy efficient behaviours. This paper presents the advances achieved within the context of the EU-funded project EnerGAware - Energy Game for Awareness of energy efficiency in social housing communities. The main objective of the project, funded by the European Union under the Horizon2020 programme, is to reduce the energy consumption and carbon emissions in a sample of European social housing by changing the energy efficiency behaviour of the social tenants through the implementation of a serious game linked to the real energy use of the participants' homes.

DOI

10.1109/giots.2017.8016257

Publication Date

2017-06-01

Event

2017 Global Internet of Things Summit (GIoTS)

Publication Title

2017 Global Internet of Things Summit (GIoTS)

Publisher

IEEE

Embargo Period

2024-11-19

Share

COinS