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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamified App for Energy Saving and Sustainability</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pablo Hernández-López</string-name>
          <email>alu0100888041@ull.edu.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Author Keywords</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carina S. González-González</string-name>
          <email>cjgonza@ull.edu.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>App</institution>
          ,
          <addr-line>gamification, sustainability, energy saving.</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of La Laguna</institution>
          ,
          <addr-line>La Laguna</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This article presents the development of a web application aimed at changing user habits or, at least, raising awareness in the field of energy saving and sustainability. It has been gamified in order to increase motivation and encourage the user to better assimilate certain knowledge and favor the change towards more positive behaviors.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>There is no doubt that the cause of this problem is us and
our fateful consumption habits. Therefore, the solution to
try to reverse the current situation is to change our energy
habits. But far from being progressing in this line, it seems
that every time we move further away from achieving a
sustainable way of life. The last example we have with the
withdrawal of EE. UU of the Paris agreement against
climate change.</p>
      <p>It seems that, at least to this day, if we want to move
towards a greener lifestyle and save our planet, we must
start by changing our own way of life, since apparently
large institutions do not give it much importance. Small
changes in our day to day can contribute to stop the current
situation and prevent future generations from suffering
catastrophic consequences. In this sense, gamification [3]</p>
    </sec>
    <sec id="sec-2">
      <title>Analyze some of the gamified applications</title>
      <p>existing today related with the energy saving and
sustainability.</p>
      <p>Design and development of a web application that
allows users to motivate themselves to change
their energy saving and sustainability habits.</p>
      <p>This paper is organized as follows: first of all, the related
work will be presented, then, the design and developing of
the app will be described and finally, conclusions
summarized the main contributions of this work.
RELATED WORKS
Gamification has been applied in different areas, since it
has been seen how its use can improve the learning results
and make people more involved in the subject. In [4], the
authors talk about how the application of gamification
affected a socio-educational project that had 161 students,
who, divided into several random groups, had to draw up an
intervention plan to promote sustainable development
within a rural context. In order to immerse them in a playful
learning experience, they used different elements of
gamification, such as the use of missions or achievements,
as well as classifications for the different groups.
After the completion of this project, more than 70% of the
participants showed great satisfaction with the type of
activity proposed, as well as with the gamification of the
process. It should also be noted that the activity was not
only motivated and involved more students, but also
contributed to the acquisition and development of several
key generic competences.</p>
      <p>On the other hand, another research [5] deals with the issue
of applying gamification to the educational process to favor
learning within the field of e-learning. By using game
mechanics, students are helped to gain motivation for the
study and, thanks to the good feedback received, they feel
more motivated to study and read. Besides, the gamification
favors the generation of positive changes in user behavior.
Gamifying does not imply creating a game, but making
education more fun and attractive, therefore, making use of
this method is a great idea when creating e-learning
applications that are more effective.</p>
      <p>But the gamification is applicable in other fields besides the
educative one, in [6] it is spoken of its use applied to the
marketing of services, scope for which the gamification
could be very useful in the future. An interesting line for
future research could be, for example, the use of customer
loyalty cards and other marketing techniques such as
gamified services. Finally, in [7] there is talk of applying
gamification for the detection of noise pollution in cities.
Having data from different urban areas is crucial to know
the evolution of these and know what their trends in the
environmental field. Collecting observations related to
environmental areas, such as noise, involves the
deployment of sensor networks that can be quite expensive
for local and regional governments, however, today, the
smartphones that we all use are full of sensors to which you
can take advantage of them to, for example, make noise
measurements through their microphones. Therefore, the
development of an application with gamification techniques
to collect data from acoustic pollution and, the fact of
gamify this application, favors that the development of
tasks that can turn out to be boring and repetitive becomes
something more bearable and that compromises more to the
users. In this way, a large amount of information can be
sent to governments with the aim of detecting the areas with
the greatest problems and improving the quality of life in
those areas.</p>
      <p>In order to analyze the current state of the gamification, a
search of different applications has also been carried out,
which are described below:
•
•</p>
    </sec>
    <sec id="sec-3">
      <title>Virtual Energy Advisor [8]: It is an application</title>
      <p>created by the Catalan company Enerbyte, which
is committed to improving energy efficiency. It is
developed with the support of the city council of
Barcelona, and is available to any neighbor of the
city that wishes to make use of it, for which they
have to register in the web of the city council. This
application not only offers the user data about their
energy consumption, but also helps the user to use
that information to save on the invoice at the end
of the month. Some of the features it offers are that
it allows the user to know which is the cheapest
time to use the appliances (washing machine,
dishwasher ...), or if the power that is currently
contracted is the most convenient for your home. It
has been proven that a change in behavior is linked
to an energy saving of approximately 10%, and
that is what this platform pursues, that the user
knows how much they consume and motivate
them to maintain good habits over time. Therefore,
it offers elements of games that allow the user to
compete with himself and with the rest of the
community, thus encouraging a competitive spirit
to see who saves more.</p>
      <p>
        Changers CO2 Fit [
        <xref ref-type="bibr" rid="ref11">9</xref>
        ]: This application fights
against change climate promoting a more
sustainable way of life and trying to change the
habits of its users, which are encouraged to make
•
responsible use of energy and reduce their CO2
emissions using the bicycle or public transport.
The application has a version for both individual
users and companies, so that companies can offer
their employees a sustainable app. The application
uses a rewards model in which the user is given a
Recoin for each kilogram that has stopped emitting
to the atmosphere or for each kilometer traveled on
foot or by bicycle. In this way, users can win
prizes, badges and climb positions in a world
ranking, feeling more motivated to continue doing
these practices. In addition, the Recoins can be
exchanged for different prizes, such as a meal in
the company cafeteria, a training session or for
different accessories for a bicycle. It is also
possible to make individual raffles within the
company. Another attraction offered by this
application is that each user has the possibility of
planting a tree, since for every 100 kilometers
traveled on foot or by bike, a tree that will be
planted in an ecological reforestation forest in
Germany is unlocked. In addition, you can also
organize a donation project to any desired NGO,
such as doctors without borders.
      </p>
      <p>
        TRIBE 2020 [
        <xref ref-type="bibr" rid="ref12">10</xref>
        ]: This application was born from
a European project whose objective was to save
energy in public buildings, and incorporates
gamification with the aim of promoting habit
changes in the user and make it more efficient.
This application shows us a simulation of a
building, and what is sought is that the user
minimizes as much as possible the energy
consumption of it. The main objective of TRIBE
(Training Behavior Towards Energy Efficiency) is
to achieve energy savings in public buildings by
influencing the behavior of users and using ICT
solutions. This project is developing a pack of
solutions so that administrations can apply it in
their buildings. This pack consists of five phases:
conducting an energy audit and initial diagnosis,
developing a virtual building pilot, developing a
specific monitoring plan for the building,
developing a financing scheme and carrying out an
awareness campaign that addresses the energetic
behavior. In addition to this, as has been
mentioned, gamification is also used as a vital tool
to promote the change of behavior in users. With
this objective, a videogame has been developed
that includes: development of groups of profiles of
user behavior, identification of 250 energy
efficiency measures, development of a replicable
methodology when designing and implementing
an ICT monitoring and development system of a
simulation engine.
      </p>
      <p>
        ECOLIFE: GAMIFIED APP
EcoLife [
        <xref ref-type="bibr" rid="ref13">11</xref>
        ] is a web application (web-app) whose
objective is to change the habits of users or, at least, raise
awareness in the field of energy saving and sustainability. It
includes some elements of gamification that seek to
motivate the user and encourage the latter to better absorb
certain knowledge and change their behavior towards more
positive ones.
To be able to use the application, users must log in or, if
they do not have it, register in advance (Figure 1). Once the
registration is made, the user will be redirected to the initial
page so that he can log in. In the following Figure 2 you can
see the page that the user sees after having logged in. In the
upper part there is a navigation bar that allows access to the
different sections (Points, Achievements and Ranking) and
close the session. Below this bar, there is another one in
which the data related to the user is displayed, such as the
avatar, the user name, the current level or a progress bar
with the experience obtained to date. In the case of the
image, the user can change it whenever he wants by simply
clicking on it and selecting a different one.
      </p>
      <p>Users can see their tasks and habits. In each of them there is
a series of predetermined activities that the user cannot
modify, but he is given the option of adding any type of
action that he considers appropriate. All those tasks or
habits that have been added by the user may be deleted later
if desired. Both columns have the same purpose, to
encourage the user to perform these actions and to mark
them as done, the main difference is that the tasks, as the
name suggests, can only be done once a day.</p>
      <p>Regardless of whether the action performed is a task or a
habit, the user will accumulate experience as they mark
them as completed, even if they are added later. That yes,
will add something less than the rest. On this same page, in
case the user has not done anything that day, a notification
will appear as a reminder to encourage him to interact and
continue progressing. Also, the user can check all those
achievements that have been unlocked over time and the
performance of different activities. In the beginning, all the
achievements will be blocked, because this will not take too
much time using the application or you will not have
interacted enough, but as you complete different tasks and
habits you will unlock different badges that they recognize
the dedication that has been placed. In the following figure
3, it shows how a user has managed to unlock an
achievement corresponding to the habit of recycling:
In order to notify the user, and that he knows when he has
managed to unlock a certain milestone, he will be notified
at the time the user has achieved it, so that he can go to the
corresponding section to see it. In addition, if the user
wanted, has a series of buttons at the bottom of this page to
share by social networks that has obtained an achievement
in the application. In addition, the user can access to see a
classification of all those who use the application, so that
they feel motivated to continue with the execution of the
different tasks to overcome the rest of users.</p>
      <p>By default, it will be shown first to that person who has a
greater amount of experience achieved, but, if one wishes,
you can select according to what value you want the table
to be displayed. If you click, for example, on Level, the
ranking will be ordered according to user levels, both
ascending and descending. The same would happen, for
example, when ordering according to the name.</p>
      <p>EVALUATION
To verify the correct operation of the application, we
proceeded to do some tests with real users, so that they
experienced the sensation of using the tool and provided
feedback that could be used to improve it. The way in
which these tests were carried out consisted of usability
tests in the laboratory with said users in which they
explained the task of the application and showed them how
to access it so that they could use it and check its operation.
The reaction of all those who performed the tests was very
positive, noting that it was a great idea that could help many
people to change their habits, because you feel incited to
perform the activities to progress. Some improvements
suggested by the users are the following:
•
•
•
•</p>
    </sec>
    <sec id="sec-4">
      <title>Profile summary. Add a button or link that allows</title>
      <p>the user to view all the information of their
personal profile (avatar, level, total experience,
achievements unlocked, number of total
achievements ...).</p>
      <p>Option to delete account and change password.
Add option to the user that he can change his
password or can, if he wishes, delete his account
since, nowadays, the accounts can only be deleted
by an administrator who can access the database.
Language. Add option that the user can choose to
change the language to, at least, English.</p>
      <p>Add default activities automatically. Taking into
account all those tasks and habits that each user
enters individually, you could automatically check
which are the most repeated and transform them
into predetermined activities that are available to
all users
In addition, they were passed a test in order to evaluate the
application and know data and opinions about this and the
customs of each.</p>
      <p>CONCLUSIONS AND FUTURE WORK
To lead a more sustainable and efficient way of life is one
of the objectives we must fulfill if we want to stop
destroying the environment and ensure that future
generations suffer the consequences of our actions.
However, to date, the existing data is not entirely
encouraging.</p>
      <p>In this paper we have presented the first functional
prototype of EcoLife, an application that was born with the
aim of helping people to become aware of this issue and,
consequently, change their habits for others more respectful
with nature, creating habits that help combat the problems
of pollution and energy waste. As further work, we plan to
continue the developing of the web-app, including new
functionalities, improving the graphic design of the
interface and testing with user the web-app in their real life.</p>
    </sec>
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