Analysis of the Gamification Applications to Improve the Energy
Savings in Residential Buildings
1Institute of Cybernetics, TPU, Tomsk, RUSSIA
2Universitat Politècnica de Catalunya - BarcelonaTech, Barcelona, SPAIN
3Institute of Cybernetics, TPU, Tomsk, RUSSIA
4Universitat Politècnica de Catalunya - BarcelonaTech, Barcelona, SPAIN
Abstract: - This paper proposes a set of metrics to evaluate and compare applications in a new but
quickly developing field energy management software (EMS) in residential buildings. The goal of
the paper is to highlight tendencies and to detect drawbacks of present applications to develop a new
one taking into account the results of previous analysis. It shows a shortlist of applications examined.
Provides the conclusion drawing to the metrics and proposes main issues to be considered in the
development of a new application.
Key-Words: - gamification, building, simulation, sustainability, energy, savings.
The line numbers are for information only. The last line below should be left blank.
1 Introduction
The subject of saving the energy in the meaning
of saving the environment has first taken shape
in 1980, w hen the term “sustainable
environment” was officially mentioned by
IUCN in their WCS report (IUCN report of
1980). Nevertheless, it was always more about
technologies of energy production and
legislation of its usage. The idea of changing the
behaviour of users became more popular just in
last 10 years. Moreover, the development of
Energy Monitoring Systems (EMS) for domestic
users was accelerated by the first trials in this
field of well-known international companies
about 5 years ago, which accidently had no
success and had to close their projects [1] [2].
Therefore, this market is quite novel and
unstructured.
2 Information quality
2.1 Relation between information and
simulation
Information about the consumption of energy is
necessary for precise simulation. Therefore, the
more information we have the more information
the simulation produces and better quality of the
results is achieved, see Fig.1.
However, in the schema is missing one of the
most important actors of system: the users.
The most challenging goal due to the project
nature is to find the balance between game and
simulation, between a user-friendly interface
and the representativeness of the application in
order to involve the users to provide the needed
information.
Fig. 1. Relation between information and simulation
The users, as is represented on figure 2 is the
glue between the information and the simulation
model to be developed.
INFORMATION
IMPROVES
SIMULATION
INCREASES
ANNA MUCHNIK1, PAU FONSECA I CASAS2, OXANA ZAMYATINA3, JOSEP CASANOVAS4
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Anna Muchnik, Pau Fonseca I Casas,
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Volume 21, 2022
Fig. 2. Relation between user, simulation and information
All the evaluation is divided into four big parts.
The main objective is to be able to evaluate the
correlation between the information necessary
for simulation and the interests of the users
(purple arrow) to provide this information. A
second goal is to reach an agreement between
the goals of the application and their realization
(blue arrows) to be able to evaluate technical
aspects of it (Fig. 3).
WHAT
HOW
Information is
necessary for the
user.
What methods are used
to provide user with
appropriate
information?
Information
necessary for
simulation
(for a
company interested
in the research).
What methods are used
to persuade user to give
information?
Fig. 3. Division of evaluation metrics
People still have not much interest in energy
savings [1]. Even the scientists that are puzzling
over the new technologies on pr oducing and
saving the energy, when it comes to the habits of
energy consumption at home do not think about
the effects of this habits on the environment.
Persuade householders to use less energy is a
hard goal to reach. However, it can be changed
over time applying governmental support, for
instance, Eco-taxes, or emission trading [3].
The same aim has the development of such
science as ecological economics which is
defined by its focus on nature, justice, and time.
Issues of intergenerational equity, irreversibility
of environmental change, uncertainty of long-
term outcomes, and sustainable development
guide both, ecological and economic analysis
and its valuation [4].
For example, in June 2011, US government
launched Green Button Programme [5], ergo all
the householders could download metered data
about the electricity consumption. Furthermore,
they launched American Energy Data Challenge
[6] for the development of the applications that
could show the information about energy
consumption in a user-friendly way.
The challenge is to involve society in a process
of saving of energy, to change gradually
people´s habits using comprehensive approach.
Therefore, an application that shows to a
householder where and how he can save energy,
explaining why this is important, showing how
each improvement of the domestic electricity
devices influences the environment, could
provide significant changes in energy
conservation strategy. There is a keen interest in
the development of such applications.
Talking about environmental sustainability for
any government, it is not only important for
philanthropic reasons but for its economic
stability.
For environmental companies the main goal is to
save energy resources and to decrease carbon
emission in order to reduce environmental
damage caused by it.
The most important for the owner of the
building is to reduce the cost of housing
maintenance.
Finally, application developers just see it as an
interesting puzzle to solve, absolutely immerse
in the Internet of Thinks (IoT) paradigm.
Nevertheless, in the whole process every
participant of the application development asks
what will be his profit, what information is
necessary, how to change people’s habits but
sometimes the user needs are not considered.
What can persuade a p erson to tell about his
consumption habits? what can be helpful to use
the application?
In order to provide user with necessary
information in a convenient way we have
developed a set of metrics. Taking into account,
that, on the one hand, the evaluation of the
application intents to be quite easy and fast. This
gives us an understanding of what facilities will
be provided in the application. On the other
hand, it should be precise enough to evaluate the
application developed comparing it with other
applications.
INFORMATION
USER
SIMULATION
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The methodology of evaluation is based on the
research shown in the article A discrete-event
simulation and continuous software evaluation
on a systemic quality model: An oil industry
case [7]. However, this research is
concentrated on t he metrics to evaluate
educational features of the application.
To develop a set of metrics we had to examine
prevailing tendencies on the market. In the
following chapters it is explained why
prevailing tendencies are behavioural science
and gamification; how it helps to improve EMS;
what possibilities it uncovers for researchers and
energy companies in order to provide
environmental sustainability.
3 Tendencies on EMS market
It is important to follow the tendencies on the
market of EMS in order to avoid to reinvent the
wheel understanding that a good research can
provide new ideas.
The main aspects to be considered during the
development of EMS we highlighted are:
Simplicity: No difficult registration forms and
no payment. Usual householders are not ready to
spend their time or money on such applications,
yet. Application has to be opt-out (come from an
energy company as a d efault) [1] or vice versa
not to show any connection with energy
company because of common distrust of
householders to energy companies [8]. The
information should be given in easy-to-
understand and user-friendly format.
Interaction: Mainly defined by competition or
cooperation. (i) Competition: the householder
can compare his usage of energy with others:
friends from the social networks or the average
user. Has the possibility to use some filters to
compare his usage with others by the type of the
building, the type of the apartments etc. (ii)
Collaboration: users can give tips to other users
in order to save energy; also they can use and
save other users tips if they like them.
Motivation
Users can earn “coins” if their tips are popular
and then spend them on t he discounts in real
shops. The comparison itself makes the people
excited and involves them in competition of
saving the energy.
However, to apply these characteristics
correctly, we had to search for assistance in such
fields of science such as behavioural science and
gamification.
3.1 Behavioural science
Some of the global players on the EMS market
appears to start using behavioural science as a
key to engage customers in saving energy with
the purpose of reduction the cost of energy
production [9].
Systematic analysis and research of human
behaviour permits them to preview customers’
behaviour depending on the information we give
them or the feedback we provide.
For instance, OPOWER Home Energy Report
[10] outlines two key features: (i) ‘descriptive
norm’ that indicates where consumers fall,
relative to the average and their most efficient
peers and (ii) the ‘injunctive norm’ (provided in
the ‘How you’re doing’ box, i n this case a
smiley face –), that provides a social appraisal of
the household’s relative performance. However,
due to the book "Yes! 50 scientifically proven
ways to be persuasive" [11] unexpected
influence of giving a feedback to consumer can
be a “boomerang effect”: when low energy
householders’ consumption can increase energy
use due to social norms, encouraging energy-
efficient users to continue to outperform the
average [12].
With this consideration, the most important
aspects we highlighted related to a EMS
development are:
1. Show to the user that he is already caring
about energy conservation. This is what is called
foot-in-the-door technique. Once a person states
that he does care about sustainability and
understand that he wants to help, saving energy,
it will be easier to involve him in the future
participation due to his commitment to this first
statement. People wants to show consistency
because it is highly valued in our culture [13].
2. Involve users in the competition. Give notion
that others use the application and save energy.
Show that somebody in the closest neighbour
environment saves more energy (and money)
and teach how he achieved such success.
3. Teach appreciation. Give feedback on t he
successes and failures; give simple tips to
improve the results.
4. Divide information into easy-to-understand
and complete blocks; do not ask user to add
many data at once. Do it gradually [11].
These are four the most important aspects to
begin, but not the unique. Next we are going to
describe a powerful technique, gamification that
can be used to enhance the user experience.
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3.2 Gamification
We always learn better when the experience is
FUN states An Coppens, Chief Game
Changer at Gamification Nation Ltd. [14]. One
of the common use of gamification are serious
games. They are a simulation of real world
events or processes developed with the purpose
to solve a problem [15]. The main objectives of
serious game (if not taking into account
entertainment) usually are to train or educate
users. Gamification can be used to engage users
in the process of saving energy without
overloading him with large amounts of
information. Just participating in a game user
gets useful tips on energy saving. The gamified
process has two main objectives: (i) to obtain
information about users` habits, to provide
closer-to-reality simulation for scientific needs;
(ii) to give information to a user in order to
teach him how to use energy proficiently. To
engage a person in the interaction with a
gamified application it has to provide user with
four following characteristics [16]:
Challenge: There are two obvious reasons to
manage energy: to spend less money on the
energy bills and, if you are worried about the
environment, to waste less energy. But based on
the first rule of persuasion: there is no other such
a powerful source of social influence as o ther
people`s behaviour [11]. For instance, a
competition can be a source of a challenging
EMS.
Curiosity: If the information provided is
accurate to reality, well-explained and shows
relationships and connections that are not that
obvious for an average customer, this
information motivates him to see "what else do
they have for me".
Control: Following the previous characteristic
if person can add the changes and see the
difference, see how his decisions change the
situation in the application, he might try to apply
these changes in real life to see if it really
changes the bills. Finally, we have not only his
engagement throughout the learning process but
also contribution to the acquisition of new
knowledge and application it to real-life
situations [17].
Imagination: Some missions must to be more
difficult so that the customer might use his
imagination. This avoids to become bored with
the application too fast.
With all those considerations, we review next
the proposed metrics we develop in order to
punctuate this kind of software.
4 Metrics
To develop the metrics there should be taken in
consideration such criteria of evaluation (Fig.3):
1. From the point of view of interface and
logics of the application, the metrics must be
able to evaluate simulation and educational
features.
2. The evaluation of technical features.
3. The metrics should be divided in two parts
for evaluation by software developers and
end users, because some metrics that can be
seemed clear by a t echnical user can be
unclear for the end user. The developer is
evaluating both physical and logical features
whether end user evaluates only logical ones.
Fig. 4 EMS Evaluation metrics division
4.1 Logical metrics for educational
features of application
As a basis for logical metrics in the educational
part the article from [17], was taken In order not
to overload the process of evaluation we have
selected only the most important from the point
of view of our goals criterions (Table 2).
5 Long list of Energy-related
applications
The methodology we follow, based on [7], needs
a list of software that are going to be evaluated.
This list is defined starting from a long list that
represents all the software that exist in the
market (for the specific purpose).
This long list can be useful here in order to
better understand the tendencies. Later the
medium and the short lists can be used to
understand the competitors we face in the case
we want to develop a new EMS, or to select the
appropriate EMS for our specific purposes
(thanks to the metrics evaluation), see [7].
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5.1 Application types by the source of
information
The applications were searched in the Internet in
English, Spanish and Russian. So the sampling
is not showing the worldwide tendency in this
field but is quite representative as English is
supposed to be international language and gave
a possibility to divide them by types.
Table 2 shows the metrics we propose to
evaluate this kind of software. The proposed
metrics are useful not only to understand the
features a specific software owns, but also to
guide the development of a new EMS.
Table 1. Application types by the source of information
Type
Game
the reality, gives the idea how
to spend energy, advices in a
Energy
Management
tool with the
smart meter
obtain quite informative real-
time or near real-time data and
then watch the changes in the
application.
Power
Management
entering
invoice data
can only see t he difference by
period.
Energy costs
simulator
Emanation of
carbon
simulation
carbon you produce based on
energy used by your home and
your lifestyle.
The types of applications can be merged to
reach a clear picture of energy consumption and
householders’ habits. In addition, to involve user
in sharing information about his habits it is very
important to give him useful information back,
to make him sure that the application serves his
needs. In a t able 3 we can see a long-list of
applications that are developed in order to show
the user how to save the energy.
Table 2. Logical metrics for educational features of application
Criterion
Description and importance
to the project
Scale
1. Content
1.1. Presentation
This is one of the most
important blocks because we
must balance the information
we give to user that should not
be obvious, avoiding
overwhelming the
user with
tons of information.
1: Information is badly structured
3: Some blocks of information are
presented better than others
5: Well-structured information
1.2. Accuracy
1: The information is not reliable
3: The information is not totally reliable
5: The information is reliable
1.3. Relevance
1: High
3: Medium
5: Low
1.4. Connection to
the learning
objectives
1: High
3: Medium
5: Low
1.5. Adequacy for
the consumer
1: Does not meet customer`s expectations
3: Moderately satisfied with the application
5: Totally satisfied
2. Control
The ability of user to
personalize settings by his
needs. The possibility of
adjusting content and settings
1: Low ability of control
3: Medium
5: High
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to meet specific needs of the
customer.
3. Meaningful
Feedback
Important criterion to provide
customers understanding.
Good feedbacks can change
customer`s habits.
1: Low ability of control
3: Medium
5: High
4. High-order
thinking skills
Implies customer`s curiosity
and imagination. Shows the
development of knowledge.
1: The tasks are too easy/ not interesting
2: The tasks are too difficult, the user loses
interest finally
3: The tasks have medium difficulty but the
user is not captivated
4: The tasks are quite interesting but not
difficult enough
5: Tasks are difficult but very interesting
5. Usability and technical performance
5.1. Learnability
How easy is it for users to
accomplish basic tasks the first
time they encounter the
design?
1: Difficult
3: Medium
5: Easy
5.2. Efficiency
Once users have learned the
design, how quickly can they
perform tasks?
1: It takes a lot of time
3: It does not take a lot of time
5: Quickly
5.3. Memorability
When users return to the
design after a period of not
using it, how easily can they
re-establish proficiency?
1: It takes a lot of time
3: It takes some time
5: Easily
5.4. Errors
How many errors do users
make, how severe are these
errors, and how easily can they
recover from the errors?
1: Many severe errors, difficult to recover
from them
2: Low amount of severe errors, difficult to
recover from them
3: A lot of insignificant errors,
4: Low amount of insignificant errors,
difficult to recover
5: Low amount of insignificant errors, easy
to recover
5.5. Satisfaction
How pleasant is it to use the
design?
1: There is no comparison
3: Comparison with ideal situation or
anonymous users only
5: Specific Users (friends
in social
networks)
6. Interactivity
and
engagement
Does the application show the
information or involves user to
participate in order to see this
information.
1: Low level of interactivity and
engagement
2:
Low level of interactivity and medium
level of engagement
3:
Medium level of interactivity and low
level of engagement
4: More than a m edium level of
interactivity and engagement
5: High
level of interactivity and
engagement
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7. Type of
comparison
If there is any way comparison
of to others.
1: There is no comparison
3: Comparison with ideal situation or
anonymous users only
5: Specific Users (friends
in social
networks)
8. Need to solve
missions
Using the imagination in
solving
user tasks playing
educates and can use new
knowledge into reality.
1: There are missions
5: There are no missions
9. Advice
Does the application give tips
on how to spend less energy.
1: The application is not giving advices
3: The application gives advices
5:
The users and the application gives
advices
Table 3. Long list of energy-related applications
Project
Company
Link
NECADA
Politècnic
University of
Catalonia
http://www.necada.com
Kill-Ur-Watts
KeyLogic
Systems
https://itunes.apple.com/us/app/kill-ur-
watts/id527704643?mt=8
Wiser EMS
Schneider
Electric’s
https://itunes.apple.com/us/app/wiser-
home/id470316647?mt=8
Energy
Tracker
iOS Apps
Austria
https://itunes.apple.com/us/app/energy-
tracker/id428830805?mt
Energy Cost
Calculator
VPUGAZHE
NTHI
https://itunes.apple.com/us/app/energy-cost-
calculator/id531132387?mt=8
Green Outlet
Key Lime
314
https://itunes.apple.com/app/green-
outlet/id329692231?mt=8
Nest Mobile
Nest Labs
https://itunes.apple.com/us/app/nest-
mobile/id464988855?mt=8
Leafully
Trick Shot
Studios
https://leafully.com/
Melon
Wegowise
https://www.wegowise.com/melon
GoodCoins
Zerofootprint
https://itunes.apple.com/ca/app/goodcoins/id864168291?ls=
1&mt=8
Wotz
Students
work
http://wotz.ps.uci.edu/
Drive Mobile
App
http://challengepost.com/software/drive-mobile-app
GEMS
Green
Impact
Campaign
http://challengepost.com/software/gems
The Green
Deal App
Green Deal
Group
https://play.google.com/store/apps/details?id=com.red7mob
ile.android.greandeal
JoulBug
Cleanbit
Systems
https://itunes.apple.com/us/app/joulebug/id391199306
My CO2
Calculator
Zero Above
Ltd
https://play.google.com/store/apps/details?id=com.zeroabov
e.co2&hl=en
Standby
Energy Cost
Calculator
EmpMobile
https://play.google.com/store/apps/details?id=com.empmob
ile.standby.energy.cost
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Meter
Readings
Graham
Haley
https://itunes.apple.com/us/app/meter-
readings/id320551309?mt=8
OPOWER
OPOWER
https://social.opower.com/comparison/2014/11
Precio de la
Luz
Neapp Soft
https://play.google.com/store/apps/details?id=com.neappsof
t.precioluz&hl=es
Luz + Precio
the3devs
https://play.google.com/store/apps/details?id=com.the3devs
.luzplus&hl=es
Boltio
Kinética
Mobile
https://play.google.com/store/apps/details?id=mobi.kinetica
.boltio.app
Tarifazo
AppEventos
Mobile S.L.
https://play.google.com/store/apps/details?id=com.appevent
os.tarifazo
Precio Luz
redpolas
https://play.google.com/store/apps/details?id=com.consule.
consule
Green outlet
TerraPass
https://itunes.apple.com/app/green-
outlet/id329692231?mt=8
CarbonFootpri
ntCalculator
TerraPass
http://www.terrapass.com/calculate/
PowerMeter
Google
http://en.wikipedia.org/wiki/Google_PowerMeter
GreenQuest
EnergyCap
http://www.energycap.com/products
Hohm
Microsoft
http://en.wikipedia.org/wiki/Hohm
E4RSIM
E4RSIM
http://e4rsim.e4r.es/
Etres
Consultores
Ahorra tu
energía
http://www.ahorratuenergia.es/
Hog Busters
Energy Hogs
Alliance to
Save Energy
http://www.energyhog.org/childrens.htm
Kids Energy
Zone
Touchstone
Energy
http://www.kidsenergyzone.com/games/activitiesdetail63.cf
m?activityid=8
Ollie`s club
Energy Saving
Sustain
Ability
International
http://www.olliesworld.com/club/gamehouse.htm
Rubí Brilla
Enerbyte
http://enerbyte.com/enerbyte-rubi-brilla.html
iControl
iControl
Networks
http://www.icontrol.com/
Control4
Control4
http://www.control4.com/
EcoFactor
EcoFactor
http://www.ecofactor.com/
Tendril
Tendril
http://www.tendrilinc.com/
Convert
Energy Units of
Measure
http://www.onlineconversion.com/energy.htm
6 Concluding remarks
This research gave us a possibility to define the
main features of a EMS application. When one
face with the development of a new EMS is
needed to consider the drawbacks mentioned,
analyse the market applications and consider the
techniques of behavioural science and
gamification to engage the user to use the
application. This is absolutely need to obtain
information from the user and, on the one hand,
to provide him with proper feedbacks.
The proposed methodology, along with the
proposed metrics, can be useful for the
development of new EMS or for the selection of
existing EMS.
7 References
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WSEAS TRANSACTIONS on COMPUTERS
DOI: 10.37394/23205.2022.21.13
Anna Muchnik, Pau Fonseca I Casas,
Oxana Zamyatina, Josep Casanovas
E-ISSN: 2224-2872
96
Volume 21, 2022