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
Recommended Citation
Casals, M., Gangolells, M., Macarulla, M., & et al. (2017) 'A serious game enhancing social tenants' behavioral change towards energy efficiency', 2017 Global Internet of Things Summit (GIoTS), . IEEE: Available at: https://doi.org/10.1109/giots.2017.8016257