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      <title-group>
        <article-title>Gaming at work to save energy - Learnings from workers playing a cooperative game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yi Lou</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anders Lundström</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cristian Bogdan</string-name>
          <email>cristi@kth.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>KTH Royal Institute of Technology Stockholm</institution>
          ,
          <country country="SE">SWEDEN</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Workplaces constitute a substantial part of the world's energy consumption. In this paper we study how a cooperative game, EnerSpace, could be used to increase energy awareness and support energy conservation. In the study, after a one-week baseline period, 8 workers played EnerSpace for one week. They competed in two teams that each powered a spaceship with their energy saving on a resource exploitation trip to Mars. Each worker also had an avatar in the spaceship that reported personal consumption data using face recognition. The participant efforts and abilities to conserve energy affected the speed of the spaceship and the living condition of their avatars. The results show that workers decreased their overall energy consumption, especially on the weekend. Based on our results we discuss 1) designing for energy conservation when absent from the workplace, 2) how using the coffee room created energy conservation narratives but hampered local experimentation and learning, 3) team formation to support energy conservation and team spirit, and 4) challenges concerning games centered on baseline comparison for energy conservation.</p>
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      <p>
        1. INTRODUCTION
The rapid growth of energy consumption has raised
increasing concerns over the last decades. According to the
International Energy Agency there has been a dramatic
increase in primary energy use (49%) and CO2 emission
(43%) from 1984 to 2004 [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Moreover, energy
consumption is estimated to keep rising due to economic and
population growth [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The U.S. Energy Information
Administration has reported that the building sector
consumes 20% of the worldwide energy [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. It has similarly
been found that around 40% of energy was consumed by
buildings in Europe in 2015 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Those numbers proved the
urgency to cut down energy consumption and increase
energy efficiency in buildings, which calls for the attention
of both organizations and individuals.
      </p>
      <p>
        Several studies have shown that there is a gap between
estimated energy consumption and the actual energy
consumption of buildings [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. One cause for this gap is
that energy estimations fail to account for occupant behavior,
potentially highlighting the potential for occupants to lower
their consumption. Therefore, increasing occupant
awareness of energy consumption and persuasive design
becomes an interesting option to promote behavioral change.
To increase energy awareness and promote behavioral
change through persuasion, researchers have introduced
gamification and social networks into eco-visualizations in
order to engage users through competition and interpersonal
relations [
        <xref ref-type="bibr" rid="ref6 ref7 ref8">6-8</xref>
        ]. Studies have also focused on providing
energy education [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and gamified energy feedback [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ].
Overall, these studies have focused on using either individual
and cooperative approaches to energy conservation (e.g.
[12]). Researchers have also designed gamified missions,
competitions and cooperation to motivate energy
conservation [13, 14]. For instance, Power Agent was a
persuasive game designed to encourage energy conservation
of a family by team competition [14]. However, while many
of these attempts have demonstrated short-term positive
effects the long-lasting effects are questionable as people
tend to disengage over time [15].
      </p>
      <p>
        In this paper we turn our attention towards workplaces by
exploring and evaluating how a cooperative game could
support energy conservation. We do this by presenting the
design, implementation and evaluation of a cooperative
game designed to motivate workers to reduce electricity
consumption in a commercial office setting.
2. BACKGROUND
2.1 Theoretical Model of Behavioural Change
In order to design for behaviour change, it is important to
understand how occupants’ current behaviour is shaped and
influenced. A well-known behavioral theories is the Theory
of Reasoned Action [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. They believed that individuals’
intention to perform a certain behaviour led to the actual
behaviour and the behavioural intention was determined by
the attitude towards behaviour and subjective norm.
Subjective norm is the social pressure that individuals
perceive for a certain behaviour and it is decided by
individuals’ normative belief and motivation to comply.
The Theory of Planned behaviour extended this model by
adding perceived behavioral control [16]. A perceived
behavioural control means how much an individual has
control over a specific behaviour. The Theory of Planned
behaviour has been shown to explain 46-61% of the variance
in occupants’ intention in performing pro-environmental
behaviour [17]. The findings highlight that in order to
understand the occupants and design for persuasion, it is
beneficial to take occupants’ attitudes, subjective norms and
perceived behavioural control into consideration.
According to the Theory of Planned behaviour, social factors
play a crucial role in influencing occupants’ behaviour.
Social comparison serves as a trigger for motivating
sustainable behaviour. Also, comparisons with others who
are slightly better can have a positive effect on performance
[18]. What this suggests is the importance to ensure that there
is always a chance for each side to win in a competition. The
facility also plays an important role in promoting an energy
conservation culture by organizing relevant events and
workshops, which was proved to be related to the
energysaving behaviour of occupants in the building [19].
Moreover, another study revealed that public recognition of
energy-saving behaviour led to a higher decrease in energy
consumption than solely self-monitoring behaviour [20].
Cost reduction has also been reported to be a motivation to
save energy at offices [19], but the actual effects depended
on the personal sensitivity to price [21]. In addition,
psychologist Richard Katzev and his team found that
commitment to conserve resources is more influential for
occupants’ behaviour than monetary incentives [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. This
might suggest that intrinsic motivation is stronger than
extrinsic motivation. However, a survey with 229 students
on campus showed that the majority of participants agreed
on the importance of energy conservation, but they reported
that they lack clear motivations [19]. Contextual factors,
such as perceived behavioural control, have been found to
partly explain this low level of motivations [19]. In an office
building, the energy consumption is mainly influenced by
energy planning and management, which results in
occupants’ low sense of control and insufficient engagement
in energy conservation.
2.2 Persuasive Technology
Persuasive technology aims at using technology to achieve
behaviour change without coercion [22]. BJ. Fogg has
introduced his behaviour model that stressed three elements
of persuasive technology: motivation, ability and trigger
[23]. Motivation is the reason why a person shows a certain
behaviour. Ability indicates whether the person has the
required ability to complete a behaviour. A trigger can be a
reminder, deadline or other elements that cause the person to
perform a behaviour. Those three elements are of necessity
to achieve the persuasion of a certain behaviour. A study that
followed this model claims achievement of the energy saving
goal [24], which suggests that taking those three elements
into consideration could be beneficial.
      </p>
      <p>
        Many studies have worked on applying gamification to
ecovisualization in order to provide energy education and
feedback on energy consumption [
        <xref ref-type="bibr" rid="ref11 ref7">7, 11, 25, 26</xref>
        ]. One study
introduced a game called EnerCities to promote energy
education by asking users to run a sustainable city [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The
results showed that the experimental group who played the
game had better knowledge about the impact of their
consumption behaviour than the control group [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Regarding providing gamified feedback, Energy Chicken is
a game that relates the energy consumption of each device in
the office environment to an object in a virtual farm [26]. The
size and condition of the chicken in the virtual farm was
influenced by the users’ energy consumption. In a 12-week
evaluation with 49 occupants after collecting the
consumption baseline for 4 weeks, an energy reductions of
13% was achieved [26].
      </p>
      <p>
        Another game called Coralog visualized energy consumption
as the health status of a coral reef, whose size and colour
changed [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. While users were motivated to change
behaviour using Coralog, they also expressed wishes to see
the data of daily energy consumption besides the more
abstract representation of the coral reef. This highlights the
importance to keep a balance between abstract and factual
representation in persuasive system.
      </p>
      <p>
        In addition to providing energy consumption feedback on an
individual level, researchers have introduced social network,
competition and cooperation on a group level in order to
achieve better user engagement through interpersonal
relationships and the sense of belongingness [
        <xref ref-type="bibr" rid="ref7 ref9">7, 9, 13, 14,
27</xref>
        ]. Art project Nuage Vert was a city-scale light installation
in Helsinki that lasted for a week [12]. The artist illuminated
vapour emission with a lime-hued laser animation that
visualized the real-time electricity consumption of citizens in
Helsinki. This collective visualization invoked a sense of
community and contribution. Boork and her colleagues
introduced a collective prototype called Super Graph that
employees in the office crafted together [28]. The Super
Graph was hung in the lunchroom and moved vertically
according to the collective energy consumption. This served
as a symbol that represented the employees’ efforts and
created the sense that every employee was a part of
something bigger. Climate Race is a persuasive game that
was co-designed by workers in the office, whose team goal
was to reach 1000000 points collected by energy saving and
by completing missions [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. While Climate Race achieved
the change of workers’ motivation, it also revealed a
provoking finding that workers preferred explicitly
requesting feedback over immediate notifications. This
finding is especially crucial for how to provide feedback in a
non-intrusive way.
3. METHODS
3.1 Participants and Procedure
In the study, 8 engineers (6 males and 2 females) working at
a corporate research center volunteered to participated in a
two-week-long study with a one-week baseline period
followed by a one-week cooperative gaming period with our
game EnerSpace. The age distribution was four between
3140 years old, two between 41-50 years old, one between
2030 years old and one above 51-year-old. All participants
signed an informed consent.
      </p>
      <p>At the beginning of the study we installed an energy meter in
each workers office and collected a one-week hourly average
energy consumption (Wh) baseline. Data logging was
designed to collect 5-6 points per minute. All the devices
around each personal workspace were connected and in the
control of the participant. This included desk lights (not
ceiling/room armature), computer, monitor and other
peripherals such as smartphone chargers. Prior to the study
each worker also completed a pre-questionnaire about their
energy awareness.</p>
      <p>After the baseline period, the workers competed in two teams
(red and blue team) using EnerSpace for 7 days. The teams
were formed randomly by the researchers. During the study
we did not prompt for team meetings, everything that
happened in the study was on the participants own initiative.
At the end of the study, each worker completed a
postevaluation questionnaire about their energy awareness and
user engagement and a 20-min interview concerning their
experiences with EnerSpace. During the study, participants
also logged the time when they came to and left the desk.
3.2 Data Analysis
This study collected qualitative data from the interview and
quantitative data from the questionnaires as well as the
experiment. As for qualitative data, we performed a thematic
content analysis for analyzing the transcripts from the
interview [29]. In this process we generated codes from the
transcripts, defined themes and interpreted the results. As for
the questionnaires, we compared the pre- and
postquestionnaire to assess whether the cooperative game
increased the energy awareness of occupants and looked at
how the participants self-rated (5-point Likert) the
EnerSpace impact on energy awareness.</p>
      <p>We analyzed and compared the quantitative hourly
consumption data between the baseline and the game period.
In this process, we divided the consumption data into three
categories according to the participants personal logs:
working hours (7:00-19:00), non-working weekday hours
(19:00-7:00), and weekends (not working). Six of the
participants logged their exact time of arrival and departure
while two provided a timetable of their daily routine. Due to
instable data logging of the energy meters, in particular
during the night when we sometimes had hourly dropouts,
average hourly consumption was calculated using only hours
with constant data.
4. GAMIFIED VISUALIZATION: ENERSPACE
4.1 The Design of EnerSpace
The design of EnerSpace went through the stages of field
study, defining personas and scenarios, design iteration and
developing a working high-fidelity prototype. The field
study included an observation of energy consumption
behavior in a corporate research building and an interview
with 15 workers who work in the building. The findings from
the field study suggested that they had low energy awareness,
knowledge and engagement in energy conservation.
Although the workers generally considered themselves
motivated for energy conservation, they did not actively
monitor or take actions to save energy.</p>
      <p>The coffee room was selected as the setting for the game as
it is the commonplace where co-workers have a break and
chat. Assuming this would be a natural setting for teams to
discuss and follow their efforts.</p>
      <p>On the basis of the field study, 8 ideas were generated and a
brainstorming was conducted together with 2 UX designers
to converge the ideas to a competition between departments
in a space trip context.
4.2 Gamification Mechanics
The narrative of Enerspace is that two spaceships are sent to
the Universe for a resource exploitation to cope with the
resource shortage on Earth (see Figure 1). Users are divided
into two teams (team red and blue) and each team owns a
spaceship whose color corresponds to its team color. The
spaceships are powered by the energy that the team members
save in the office by comparing the team’s current hourly
average consumption (Wh) the baseline period on working
hours and non-working hours respectively. This was
visualized in the gamified by the speed of the spaceship and
rotation of the flame behind it. The more the team members
saved, the faster the spaceships moved and the flame rotated.
If the energy consumption exceeds the baseline, both
elements stopped. A dotted line shows the route of a
spaceship with a number indicating the distance. The dotted
line of the leading spaceship is presented slightly clearer than
the other in order to show the ranking in a subtle way. When
arriving at a planet they can start exploiting recourses. The
amount of collected resources is shown on a ranking list at
the top-right corner of the interface (Figure 1). When the
resources on a planet are depleted, the spaceships continue
to the next destination.</p>
      <p>Besides the main view, an individual view was shown when
a participant’s face was recognized. Face recognition was
chosen to remove the need for login and make the experience
more ubiquitous. On the individual view, the participant’s
consumption data is visualized as the living condition of an
avatar and also displayed on a control panel on the interface.
Each user has an avatar on the spaceship who serves as a
concierge to introduce the user’s personal consumption data.
In this animation, the avatar first greets, then talks about the
user’s personal consumption data and the estimated time of
arrival to the destination (see Figure 2(a)). The consumption
data shown on the control panel include an average hourly
consumption (Wh), a percentage of saving compared to the
user’s baseline and a ranking within the team. When the
spaceship arrives at a destination, the avatar will send a
postcard or souvenir to the user as a reward (see Figure 2(b)).
Gamified Feedback
The energy consumption of the whole team influences the
living condition of their avatars. When the consumption of a
team exceeds the baseline, there are three levels of power
failures inside the spaceship that move from running out of
coffee to shutting down the heating system (see Figure 2(c)).
Increasing Gamification Engagement
Special events are triggered when specific conditions occur
to increase gamification engagement. When a team keeps
saving energy for 5 consecutive days, the spaceship
accumulates enough energy for a space jump that shortens
the distance to the destination (see Figure 2(d)). Other events
may also occur in order to award the leading team and
encourage the other team.</p>
      <p>Situation-based Saving Tips
The avatar gives situation-based saving tips occasionally.
For instance, the avatar suggests “I heard the weather in
[town] is great. Why not turn off the lights if it is bright
outside?”. Those tips provide users with approaches to
increase energy efficiency. The content is based on current
situations including but not limited to weather and place.
4.3 Implementation
The EnerSpace was set up with a 1080p monitor and a
Logitech C920 HD Pro Webcam in the coffee room in the
building. The energy consumption of each participant was
measured using a FIBARO Wall Plug. The data was
collected by a VeraPlus Advanced Home Controller via
Zwave protocol and then sent to a server. The software of
EnerSpace was developed in Python Flask, HTML5 and
JavaScript. The animation and 3D model in EnerSpace were
made in Cinema 4D, Adobe Fuse CC, Adobe Mixamo and
Adobe Premiere CC.
5. RESULTS
5.1 Consumption Data
Participants’ baseline average hourly consumption (Wh)
varied from 16.99 Wh to 58.45 Wh (M = 34.33, SD = 15.17).
The average hourly consumption decreased by 21% during
the game (M = 27.26, SD = 9.14).</p>
      <p>In the analysis the hourly data was categorized as working
hours, non-working hours in a workday and weekends. When
comparing the average hourly consumption between, before
and during the game for these three time periods
respectively, all the participants consumed less while playing
the game except for the non-working hours in a workday (see
Figure 3). For the non-working hours in a workday, the
average hourly consumption increased by 48% during the
gameplay week (M = 7.32, SD = 8.08) than before (M = 4.96,
SD = 6.29). Conversely, results indicated a large decrease of
81% in energy consumption during the game (M = 1.73, SD
= 2.15) than before (M = 9.18, SD = 13.93) during the
weekend. Even though both periods are off-duty hours for
the participants, the different results might suggest a
different behaviour pattern for the weekend and non-working
hours in a workday. Besides, the average hourly
consumption during working hours was reduced by 23%
during the gameplay week (M = 56.80, SD = 21.29) than
before (M = 74.13, SD = 36.57). These results showed a
general tendency of reduction in energy consumption during
the gameplay week with different degrees of decrease for the
three periods of time.
5.2 Questionnaire results
Pre-questionnaire
The results indicated that 87.5% of the participants did not
know how much energy they consumed and the rest only had
a general idea of the amount. All the participants showed
interest in energy consumption data and 87.5% of them felt
motivated for energy conservation. All participants took
actions to save energy either intentionally or by habit.
Turning off the lights was mentioned by all participants as
an action to save energy, while only 25% of the participants
turned off the computer or made it sleep when not in use.
Post-questionnaire
Results about energy awareness showed that 25% of the
participants knew the amount of their energy consumption
while 25% of the participants had a general idea of the
amount. Also, 75% of the participants thought they were
more aware of their energy consumption after the game. All
participants thought it was fun to play the game and reported
being engaged with EnerSpace. They were interested in
knowing how the competition and space trip goes and 87.5%
of them stated that they thought of the game in their spare
time. 60% of the participants felt more motivated by the
game while 50% of them thought they saved more energy
due to it. When asked whether they thought that they saved
more energy during the game, the responses were neutral,
which was followed up for how the participants viewed their
energy conservation during the game in the interview. As
many as 75% of participants were interested to keep playing
the game. In summary, besides a positive experience,
EnerSpace appears to have helped to increase the
participants’ awareness and knowledge towards energy to
some degree.
5.3 Post-experiment interviews
Impact of EnerSpace
The results about the impact of EnerSpace was in-line with
the post-questionnaire. All the participants thought they
gained a better understanding of their consumption after
playing the EnerSpace. Although the company has had a goal
to reduce energy use for a long time, they generally felt more
motivation and engagement as an individual because of the
game. Some participants reported that they sometimes
thought about the game before they left the office and that it
reminded them to shut down the computer and turn off the
lights. However, even though they were motivated for saving
energy, they mentioned that some of their regular work tasks
(e.g. running simulations) took time to run and that they had
to keep those simulations running during the day. Therefore,
they tried to save on the occasions that they could, but were
aware that some energy had to be consumed in order to do
their job.
some participants who preferred to know how much money
they saved.</p>
      <p>Gamification Mechanics
As for the mechanics, all the participants agreed that it was
fun to play and the competition motivated them to save
energy to different extents. Some participants felt motivated
by the sense of competing with another team, while others
were mostly attracted by the comparison between their
current consumption and the corresponding baseline.
Knowing their consumption data and how much they saved
provided sufficient motivation for them. These participants
appeared to consider energy saving as a competition with
themselves although the competition still added some
additional value.</p>
      <p>As for the cooperation, participants who were sitting
physically close to each other typically liked the idea of
competing as a team because of the sense of community. This
made them have in-team discussions around energy
conservation and created a social pressure. However, one
participant mentioned a shortcoming in the study that they
did not experience a process of making up a team, which
resulted in a weaker sense of cooperation and belongingness
during the week, physical proximity was also mentioned to
be an issue for a sense of team.</p>
      <p>Gamified Data Visualization
As for the game elements, most participants liked how the
movement and position of the spaceship represented their
energy conservation, since it was easy to see what changes
their behaviour brought. Having a personal avatar that
introduced the progress of the space trip was perceived as fun
and made the game more interactive. Although all
participants cared mostly about the consumption data, they
would prefer to have both the data and the avatar, which felt
more interesting and engaging than solely factual data.
According to one participant this was because it made it more
into a game rather than facts on a screen. As for the saving
advice that the avatar provided, some participants felt
persuaded by it and thought “why not?”. Also, some
participants reported a sense of proudness when receiving a
compliment and postcard from the avatar.</p>
      <p>When talking about the consumption data displayed on the
control panel (see Figure 2(a)), all participants thought it
gave them an idea of how much they consumed and saved.
However, some participants found that only one number of
their current consumption was not enough and it was hard for
them to get a general idea of their consumption from it. All
participants wished to add a line chart of how the energy
consumption changed over time, from which they could be
aware of how their consumption changed at a different time
period of a day and compare the consumption between
weeks. Additionally, some participants wished to know how
much each device consumes and their total consumption
instead of an hourly average consumption. A monetary
indicator was suggested to provide a stronger motivation for
Another complaint was that the participants did not know
how much their personal baseline was and how the personal
saving was calculated, indicating that a more detailed
explanation might have been needed. Also, some participants
wanted a clearer representation of the connection between
their energy conservation and game, since they wondered
how their saving influenced the speed of the spaceship.
Regarding the in-team ranking, some participants that were
ranked low found themselves thinking about what they did
wrong compared to other teammates. This indicated that the
in-team ranking could serve as a reminder for those who
over-consume energy.</p>
      <p>Coffee room as the context
All the participants liked the idea of using the coffee room as
the context for EnerSpace. In addition to creating a local
narrative for energy conservation, it also raised awareness to
other workers in the building. The participants were
frequently asked about what was going on and mentioned
that it created a discourse around energy conservation.
Another reason that was mentioned was that it created a
positive “interruption” for work. Note that this was taking
place typically in the coffee room during breaks and did not
interfere much with their work.</p>
      <p>Nevertheless, some participants wanted the game both in the
coffee room and in their office. The advantage mentioned
was that it would allow checking their consumption more
frequently and understand the real-time effects of their
behavior in their office context. Also, the coffee room could
be hard to reach for some participants who spend most of the
time on meetings or in the laboratory.</p>
      <p>Suggested Improvements
In addition to the suggestions mentioned above, other desired
features were proposed by the participants. One future
improvement was to expand the scale of the game and
included more equipments into the game, such as the heating
system. Since the heating system is one of the main
contributors of energy consumption, some participants
thought they would be more motivated for saving a larger
amount of energy. Another possible improvement mentioned
was to add the game to a desktop or mobile platform, making
play possible in a wider context.
6. DISCUSSION
Combining the results from the data analysis, interview and
questionnaire, results indicate that EnerSpace could help
increase energy awareness and support short-term behavioral
change. Although long lasting effects are unknown, a
knowledge acquisition on energy consumption is still an
important first step to enable behavioral change.</p>
      <p>According to the results, the participants achieved a total
decrease of 21% with 23% decrease during working hours
and 81% on weekend. Those results indicate a positive effect
of EnerSpace on energy conservation. However, the energy
consumption in the non-working hour in a workday
increased by 48% during the game. One possible reason was
that the experiment period was too short. Another reason
according to the interviews might be due to a limited ability
to change. Although they were aware that keeping the
computer on when absent from the workplace was a waste,
in this context they had to keep some simulations and
experiments running. However, if they were leaving for a
longer time, such as over the weekend, they would consider
turning everything off. This reasoning might explain the
substantial decrease of energy consumption over the
weekends compare to non-working hour on workdays. This
hints towards a potential to design for the ability to save
energy when absent, rather than when present, in
professional settings where workers may have a limited
personal space (ability) for energy conservation at work.
This leads us to a suggestion of remedies to the problem of
participants being unable to save much energy on
nonworking hours on workdays. The main reason mentioned
was that participants had simulations running – this was
beneficial from a work efficiency perspective – after leaving
the office so that they would be completed in the morning.
Regardless of the simulation took a few hours or all night,
the computer was on all night. A potential remedy would be
to investigate if contexts such as this might make better use
of automatic shutdown of computers and peripherals on idle
or after completed simulations.</p>
      <p>Results from the interview data analysis reveal three
influential motives that drove the participants to energy
conservation, two group level motives and one individual.
On the group level, the main motive was the competition,
where the participants strived to act more energy efficient to
get an advantage. Another motive was social pressure and
the responsibility of belonging to a team, which motivated to
contribute and also created a sense of guilt for poor
performers. Although creating negative feelings may have
implications for the game experience and overall motivation,
no participants reported lower engagement due to these
aversive feelings. This rather caused them to reflect on what
they did wrong and what could be improved. This could
suggest that aversive feedback does not harm the fun of
gamification as long as the participants have the ability to
change. This implication is in line with the findings of study
BinCam [30] and study Power Ballads [31], which both
indicate that evoking aversive feelings, such as guilt, does
not necessarily deter user engagement. On the individual side,
some instead focused on competing with themselves.
Managing to save more energy than before created a sense of
achievement that satisfied and motivated.</p>
      <p>Although some participants reported that they checked the
game together and discussed it with teammates, this
happened mainly between colleagues whose workplace was
physically close. For the others there was less team spirit and
a low sense of belongingness to the team. Therefore, it
appears crucial to carefully consider the physical proximity
of people in the team and the formation process of teams in
order to promote cooperation and discussions around energy
conservations at workplaces.</p>
      <p>Regarding the setup context, having it in the coffee room,
this was perceived as positive as it naturally created a center
point and it prompted discussions and comparisons for the
workers at the department. Furthermore, the workers
emphasized that its central and obvious location caused
curiosity from other groups and departments at the company
and in this way, it created a larger discourse on energy
conversation at the company. On the downside, it was
difficult for the workers to experiment in real-time with their
office environment and therefore it was difficult and tedious
to explore and understand how they could improve their
energy efficiency and position in the game. Therefore, a
reasonable suggestion put forward by some workers was to
extend the game to their smartphones to allow for personal
experimentation and improvements. Extending it to a
personal medium, in addition to personal performance
feedback, could potentially also be used in many ways to
improve the competition through notifications about
advances, ranking, and events.</p>
      <p>Another aspect of how the mechanics worked that was
questioned by the workers was how their personal baseline
was calculated, what it was in comparison to others, and if
the competition was fair. This could be particularly
interesting information for low performers who struggled in
the game, as this might have been due to good performance
during the baseline week causing them to chase a difficult
goal during the game week. This has caused us to wonder
how baseline-based competition could be setup in a fair way
and how the baseline should evolve over a longer period of
time. For instance, should it be static (fixed on the baseline),
or recalculated daily, weekly or monthly. The choice would
most definitely affect long term game dynamics and tactics
and the question is what way would be the most energy
efficiency promoting approach. Our setup used a static
baseline, but with a changing baseline performing good one
day in the game might lead to low game performance the
consecutive day. This approach would require well designed
and graspable game mechanics so energy conservation
performance does not appear as random, which might disturb
learning and have negative long-term effects due to faulty
mental models. Another issue that was highlighted was the
difficulty to assess what of their equipment in the office
contributed mostly to energy use, suggesting de-aggregated
energy feedback.</p>
      <p>
        In EnerSpace, data was visualized using both abstract and
factual approaches inspired by Coralog [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. As suggested by
the Coralog, this study improved the abstract gamified
visualization by displaying an animated avatar and combined
a factual and abstract visualization by adding accurate factual
data to the animation such as the current energy consumption
and saving. All participants liked this combination and
considered it better than displaying solely factual data,
similar to previous studies [32]. On the other hand, many
participants asked in the post-interview for historical charts,
de-aggregated data, and personal baseline data, so some
degree of tension between abstract data factual data was
captured in the study. This might suggest that factual data is
needed for creating trust and learning of consumption, but
perhaps this could be hidden but accessible for the curious
user to not stand in the way for the overall game experience.
The interest to keep playing the game was high after the
study although that would require that the game was
expanded with new complexities and additions, for instance
by adding a heating system to manage in the game and
scaling up the game. Another interesting idea would be that
the team could gain more detailed data and game tools by
behaving well. For instance, if they have saved energy in
consecutive days or reached a goal of collecting resources,
they gain a view showing more detailed consumption data as
a reward.
      </p>
      <p>As regards the choice of the game theme of resource
exploitation, some might argue that this communicates
values counter to sustainability. In the design of the game,
this was discussed and our thinking was that people could
distinguish this as fictional and as a satire of the absurdity of
resource exploitation and the current needs of mankind.
However, we did not follow up on the interpretation of this.
6.3 Limitation
The connection between the FIBARO Wall Plug and the
VeraPlus Controller was not fully stable during nighttime,
which resulted in a low frequency of consumption data.
Although this issue was accounted for by the formula of total
consumption, the accuracy probably was affected. Also, the
participants’ presence in the office was not fully taken into
consideration. If the participant left the desk in working
hours without shutting down the devices, their consumption
data would still be compared to the baseline of working hour,
which lowered the accuracy of energy saving. Furthermore,
although EnerSpace had a positive influence on the energy
awareness and behavior during the short test period, the
longterm effects are unknown. Lastly, the fact that the
participants where all engineers may have influenced their
actions and behaviors, however, their engagement in energy
use was prior to the study not remarkable.
7. CONCLUSION
In order to understand how to increase worker awareness of
energy consumption and motivate energy conservation, we
have studied a cooperative game called EnerSpace. After a
two-week experiment with EnerSpace, participants achieved
a 21% decrease in overall energy consumption during the
game week compared to the baseline. Surprisingly our
intervention lowered the energy consumption during the
weekends substantially, suggesting a potential to design for
the ability to save energy when workers are absent. Along
these lines better support for automatic or planned shutdown
of office equipment can be an important implication All
participants reported an engaging and fun experience with
EnerSpace in the coffee room, which created a local and
extended narrative around energy conservation at the
workplace. However, as the central placement was
disconnected from their office environment it hampered
learning and experimentation locally in the office.
Furthermore, the formation and composition of the teams
might need to better account for the location of the workers
and social connections to enhance the discourse on energy
conservation and team spirit. Regarding game mechanics,
some workers struggled grasping the baseline comparison
and questioned its fairness, which poses challenges for how
to design fair and graspable baseline-centered games for
energy conservation.
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