Enhancing Energy Conservation by a Household Energy Game

  • Jan Dirk L. FijnheerEmail author
  • Herre van OostendorpEmail author
  • Remco C. VeltkampEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11385)


This paper presents the results of a study, comparing a game versus a dashboard with respect to energy conservation in the household. In a pretest-posttest design, an empirical study tested whether change in attitude, knowledge, engagement and behaviour with respect to energy conservation in the household was different for participants playing Powersaver Game compared to a control condition where participants used an energy dashboard with the same content, but excluding game features. The aim of this game (developed using an iterative user-centered game design methodology) is to influence household energy consumption by means of electricity and gas usage in the long-term. The intervention time was at least 5 weeks and pre and post measures based on 21 days intervals. All energy conservation activities that the application provides (e.g. washing clothes on low temperatures) take place in the real world and feedback is based on real time energy consumption. This inverse gamification principle aims to optimize the transfer between the game world and the real world. Energy consumption significantly changed in the game condition compared to the control condition, and the difference between both conditions is more than 33% after the intervention. In the game condition, knowledge about energy conservation was significantly increased, although no significant differences in increase of attitude and engagement were found. We conclude that Powersaver Game is effective in transfer of energy conservation knowledge, which leads to energy saving behaviour on the long term. It cannot be concluded that playing the game leads to a greater change in attitude, however, attitude scores of the participants were high from the start.


Gamification Energy conservation Persuasive games Behaviour change 


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Department of Information and Computing SciencesUtrecht UniversityUtrechtNetherlands
  2. 2.Inholland University of Applied ScienceDiemenNetherlands

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