Gamification-based framework for engagement of residential customers in energy applications

被引:73
|
作者
AlSkaif, Tarek [1 ]
Lampropoulos, Ioannis [1 ]
van den Broek, Machteld [1 ]
van Sark, Wilfried [1 ]
机构
[1] Univ Utrecht, Energy & Resources Grp, Copernicus Inst Sustainable Dev, Utrecht, Netherlands
关键词
Smart metering systems; Engagement and behavior change; Gamification; Demand side management; Energy efficiency; Self-consumption; Demand response; Smart grids; SMART; CONSUMPTION; STORAGE; MANAGEMENT; HOUSEHOLD; METERS;
D O I
10.1016/j.erss.2018.04.043
中图分类号
X [环境科学、安全科学];
学科分类号
08 ; 0830 ;
摘要
According to the European Union Third Energy Market package, the roll-out of smart meters in the residential sector can presumably play a key role in reaching the goals of sustainability strategies. However, the deployment of smart meters alone does not necessarily drive residential customers to use energy in a more sustainable manner. Therefore, more attention should be paid to customers energy behavior in order to reach the objectives of the roll-out policy. In this study, we propose an interdisciplinary framework that establishes a behavioral model to identify the main energy-related behavior change requirements necessary to engage residential customers in energy applications. To fulfill the requirements, we first present the technical system architecture that enables energy applications for residential customers. Then, we assess how gamification, which is the employment of game design elements in non-game contexts, can be used to enhance energy applications by driving customer engagement and energy-related behavior change. To do that, the most relevant game design elements are discussed and classified. After that, the expected value streams from using a gamification-based solution for different stakeholders in the energy market are identified. Finally, the study discusses the potential of the proposed framework in different energy applications for residential customers.
引用
收藏
页码:187 / 195
页数:9
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