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A Survey on the Design of Gamified Systems for Energy and Water Sustainability

Author

Listed:
  • Spartaco Albertarelli

    (Kaleidos Games, 20133 Milan, Italy)

  • Piero Fraternali

    (Department of Electronics, Information, and Bioengineering, Politecnico di Milano, 20133 Milan, Italy)

  • Sergio Herrera

    (Department of Electronics, Information, and Bioengineering, Politecnico di Milano, 20133 Milan, Italy)

  • Mark Melenhorst

    (European Institute for Participatory Media, 10117 Berlin, Germany)

  • Jasminko Novak

    (European Institute for Participatory Media, 10117 Berlin, Germany
    Department of Business Studies, University of Applied Sciences Stralsund, 18435 Stralsund, Germany)

  • Chiara Pasini

    (Department of Electronics, Information, and Bioengineering, Politecnico di Milano, 20133 Milan, Italy)

  • Andrea-Emilio Rizzoli

    (Dalle Molle Institute for Artificial Intelligence (IDSIA), University of Lugano (USI), University of Applied Science and Arts of Southern Switzerland (SUPSI), 6900 Lugano, Switzerland)

  • Cristina Rottondi

    (Dalle Molle Institute for Artificial Intelligence (IDSIA), University of Lugano (USI), University of Applied Science and Arts of Southern Switzerland (SUPSI), 6900 Lugano, Switzerland)

Abstract

In a world affected by the constant growth and concentration of the population in urban areas, the problem of preserving natural resources has become a priority. A promising approach to resource conservation is demand management, i.e., the ability to positively influence the behaviour of the population towards more sustainable consumption. Information and Communication Technology (ICT) tools have shown a great potential in influencing consumers’ behaviour, which could be exploited for the common good. However, the design of so-called persuasive systems for environmental purposes is a challenging task, because it cannot be based solely on the utilitarian motivation of users, but must be able to trigger a broader range of engagement factors deeply rooted in the human psychology. In this paper, we review the main design principles and models at the base of a class of persuasive system that exploits gamification and Games with a Purpose (GWAPs) to engage users towards sustainability; we identify the most commonly used incentive mechanisms for inducing behavioural changes; and present a selection of gamified systems for energy and water conservation. From such a survey, we distill design guidelines to be applied in the design of demand management socio-technical systems.

Suggested Citation

  • Spartaco Albertarelli & Piero Fraternali & Sergio Herrera & Mark Melenhorst & Jasminko Novak & Chiara Pasini & Andrea-Emilio Rizzoli & Cristina Rottondi, 2018. "A Survey on the Design of Gamified Systems for Energy and Water Sustainability," Games, MDPI, vol. 9(3), pages 1-34, June.
  • Handle: RePEc:gam:jgames:v:9:y:2018:i:3:p:38-:d:153694
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    References listed on IDEAS

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    2. Anne Dray & Pascal Perez & Natalie Jones & Christophe Le Page & Patrick D'aquino & Ian White & Titeem Auatabu, 2006. "The AtollGame Experience: from Knowledge Engineering to a Computer-Assisted Role Playing Game," Journal of Artificial Societies and Social Simulation, Journal of Artificial Societies and Social Simulation, vol. 9(1), pages 1-6.
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    1. Roos De Kok & Andrea Mauri & Alessandro Bozzon, 2018. "Automatic Processing of User-Generated Content for the Description of Energy-Consuming Activities at Individual and Group Level," Energies, MDPI, vol. 12(1), pages 1-28, December.
    2. Manuel Avila & Juana Isabel Méndez & Pedro Ponce & Therese Peffer & Alan Meier & Arturo Molina, 2021. "Energy Management System Based on a Gamified Application for Households," Energies, MDPI, vol. 14(12), pages 1-27, June.
    3. Khalil Gholami & Behnaz Behi & Ali Arefi & Philip Jennings, 2022. "Grid-Forming Virtual Power Plants: Concepts, Technologies and Advantages," Energies, MDPI, vol. 15(23), pages 1-26, November.
    4. Giulia Wally Scurati & Marco Bertoni & Serena Graziosi & Francesco Ferrise, 2021. "Exploring the Use of Virtual Reality to Support Environmentally Sustainable Behavior: A Framework to Design Experiences," Sustainability, MDPI, vol. 13(2), pages 1-20, January.
    5. Ksenia Koroleva & Jasminko Novak, 2020. "How to Engage with Sustainability Issues We Rarely Experience? A Gamification Model for Collective Awareness Platforms in Water-Related Sustainability," Sustainability, MDPI, vol. 12(2), pages 1-24, January.
    6. Yongsheng Zhang & Ilan Chabay, 2020. "How “Green Knowledge” Influences Sustainability through Behavior Change: Theory and Policy Implications," Sustainability, MDPI, vol. 12(16), pages 1-13, August.

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