Purposeful Play: Serious, pervasive, energy games bridge the energy efficiency gap
目的を持った遊び:シリアスで普及型のエネルギーゲームがエネルギー効率ギャップを埋める (AI 翻訳)
Malini Srivastava
🤖 gxceed AI 要約
日本語
米国の建物はエネルギーの約40%を消費し、温室効果ガスの38%を排出するが、エネルギー効率化の採用が進まない「エネルギー効率ギャップ」が存在する。本論文は、ゲームの特性を活用して消費者の多様なニーズに対応し、省エネ行動と投資を促すことを提案。ファーゴ市で実施した2つの普及型エネルギーゲームの実証研究により、学習、行動意欲、投資意欲、実際の省エネ効果のすべてで肯定的な結果を得た。
English
Buildings in the US consume ~40% of energy and emit 38% of GHGs, yet the energy efficiency gap persists. This dissertation proposes using serious pervasive games to address heterogeneous consumer needs and promote energy-saving behavior and investment. Field experiments in Fargo, ND, with two games (public and school-based) showed positive results on learning, willingness to act, investment intent, and actual savings.
Unofficial AI-generated summary based on the public title and abstract. Not an official translation.
📝 gxceed 編集解説 — Why this matters
日本のGX文脈において
日本では、家庭部門の省エネ行動変容が課題であり、ゲーミフィケーションを活用した取り組みは自治体や電力会社の需要家プログラムに応用可能。また、行動科学に基づくナッジ政策の一環としても参考になる。
In the global GX context
Globally, this research contributes to the behavioral economics of energy efficiency, offering a scalable model for community-based engagement. It aligns with international efforts to close the energy efficiency gap through non-price interventions, complementing carbon pricing and regulation.
👥 読者別の含意
🔬研究者:Provides empirical evidence on game-based interventions for energy efficiency, useful for behavioral GX research.
🏢実務担当者:Offers a tested framework for utilities and municipalities to design community engagement programs that drive energy savings.
🏛政策担当者:Highlights the potential of game-based approaches as a cost-effective complement to traditional energy efficiency policies.
📄 Abstract(原文)
Global warming trends and climate change create a compelling context for evaluating existingbuilding stock in the USA. Currently, buildings use almost 40% of all energy produced and are responsible for 38% of all greenhouse gas emissions. Although research shows that energy efficiency is the cheapest method to provide Americans with electricity, studies identify barriers preventing owners and occupants from adopting energy efficiency measures despite their costsaving potential. This failure to adopt energy- and cost-saving behaviors is known as the energy efficiency gap. Research on the energy efficiency gap notes the failure of households and governmentagencies to take full advantage of cost-effective energy-conserving opportunities, and discusses the structural and behavioral barriers to closing the energy efficiency gap. The research shows that consistent results on energy-efficiency programs’ effectiveness are elusive, and suggests that the ultimate cause of difficulties in measuring and addressing the energy efficiency gap might be heterogeneity of needs in the target demographic. Specifically, different issues are relevant to different consumers and consumer groups, making one-size-size-fits-all efforts effective only to a limited audience and less effective to other audiences. This dissertation contends that games have the potential to address the heterogeneity in consumer agency comprising of varying interests, needs, preparedness and resources, by harnessing game characteristics such as designed flexibility, voluntary participation, community-building, competition, incentives, pleasure motive, and skill-building. In addition, games can provide necessary triggers to create engagement. Pervasive games in particular make ordinary life action part of game play. Chapter 3 addresses the methodology and data collection in order to study the hypotheses that “playing a public or targeted, interactive, pervasive game can lead to awareness and learning about energy-savings; can engender willingness to engage in energysaving behavior; willingness to make energy saving investments; and lead to energy-savings in homes and schools.” A short history of energy games is outlined in order to contextualize the design of pervasive energy games for this research. An opportunity to test the contention of games’ potential to address the heterogeneity of needsemerged in 2014 with the Georgetown University Energy Prize (GUEP), a nationwide competition open to American cities with populations between 5,000 and 250,000 people. At the initiative of this dissertation’s author, and in partnership with North Dakota State University and two local utilities (Cass County Electric Cooperative and Xcel Energy), the City of Fargo, ND, entered the GUEP competition in 2014. Under the leadership of this dissertation’s author, the project team organized under the name “efargo.” Of the fifty cities that successfully achieved GUEP semifinalist status, and the ten finalist cities, Fargo emerged the winner of the Georgetown University Energy Prize, successfully reducing municipal and residential energy use in the City. Serious pervasive energy games that include building- and behavior-based approaches wereresearched, planned, designed and implemented by this dissertation’s author and the efargo team. From 2015-2018, data was collected prior to, during and after the implementation of two pervasive energy games. The first game, the efargo game, was a pervasive energy game open to public participation; it was implemented once in Spring 2016 over an 8-week game period and a 1-week kick-off period. The efargo game was designed to allow gamers to act on energy saving behaviors in their homes through game play. The second game, the efargo Energy Challenge, was a targeted pervasive energy gameimplemented in elementary and middle schools. Four design iterations of the efargo Energy Challenge were implemented and tested from 2016-2018. All the iterations asked participating schools to complete various educational and energy-saving (fixing) activities over a 3-6 week period in their schools. The game design, game tools, reporting structures and timeline were refined in response to feedback from teachers and students every year. Ongoing data collection through surveys, game play and energy-use tracking in partnership with the utilities and the University of North Dakota, provided the information for assessing the games. The following hypotheses were tested:1. Playing a serious pervasive energy game leads to learning about energy-savings. 2. Playing a serious pervasive energy game may engender a willingness to engage in energy-saving behavior. 3. Playing a serious pervasive energy game engenders a willingness to make energy-saving investments. 4. Playing a serious pervasive energy game may lead to energy savings. All four hypotheses were supported by positive findings. The dissertation concludes with concepts for future games frameworks that may addresslimitations, and provide an opportunity to do further research on unaddressed concepts, successful, unsuccessful, and inconclusive results.
🔗 Provenance — このレコードを発見したソース
- openalex https://doi.org/10.1184/r1/32761302.v1first seen 2026-08-17 04:56:34
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