Autore del contributo
Sustainable development goals
Themes
- sustainability energy consumption
- gamification games
- big data analysis
Tools
- ICT applications for consumption data analysis
- app for consumption visualisation
- hybrid game (cards + app) for energy sustainability
What does the promoted behavioral change consist of?
The main approaches for changing the behaviors are the modeling of the user, the intelligent visualization of consumption and savings objectives, the calculation of suggestions personalized and contextualized to the characteristics of the consumer, gamification techniques and the actual game.
What are the main features of the tools designed/implemented to promote behavioral change and how have they been tested?
The second tool is the FUNERGY game developed by Kaleidos Games and Politecnico di Milano. It is a hybrid card game, that is, composed of a traditional, “physical” part (a card game inspired by the European energy scale) and a digital part (an energy quiz game). The aim of the game is to involve children, making them protagonists and “ambassadors” of energy saving.
What results have been achieved? What are the potentials and obstacles?
A FUNERGY experiment was also carried out in schools, with the aim of verifying its effectiveness in promoting knowledge on the issues of energy sustainability of pupils and their families. EnCOMPASS researchers visited numerous classrooms to explain the purpose and rules of the game. After that, the students divided into groups played with FUNERGY. At the end of the play session, the researchers and pupils discussed the play experience and the teachers instructed the students to continue playing at home with friends and family. For this, each pupil received a personal copy of FUNERGY. The test involved 9 middle and elementary schools (8 in Northern Italy, 1 in Switzerland), for a total of 1,316 pupils from 57 classes. Both the children and their parents, before and after school activities, filled out evaluation questionnaires anonymously, from which it appears that the play experience has improved knowledge and awareness on energy saving issues. Over 75% of participants downloaded the digital application combined with FUNERGY to continue playing at home.
Il progetto ha anche rivelato le difficoltà degli interventi su larga scala per il cambiamento comportamentale. Le principali difficoltà hanno riguardato l’acquisizione di dati di consumo ad alta frequenza, il rispetto della privacy dei consumatori, il tasso di ingaggio degli utenti nell’attività sperimentale e il mantenimento dell’effetto dell’intervento per periodi di tempo lunghi.
The project also revealed the difficulties of large-scale interventions for behavioral change. The main difficulties concerned the acquisition of high-frequency consumption data, the respect for consumer privacy, the rate of user engagement in the experimental activity and maintaining the effect of the intervention for long periods of time.
[last update: 5/12/2019]
Research team at PoliMi
Piero Fraternali – DEIB
Sergio Luis Herrera – DEIB
PROJECT
enCOMPASS (2017-2019)
13 partner, 2M€ finanziamento
H2020-EE-2016-2017/H2020-EE-2016-RIA-IA
Grant Agreement number: 723059 – Collaborative Recommendations
and Adaptive Control for Personalised Energy Saving (enCOMPASS)
