Benefits of household energy saving as a game
- A move towards energy sufficiency means that every household must make a daily effort to reduce energy consumption over the long term.
- These resolutions are particularly difficult to keep in a world of over-consumption and constant pressure.
- To encourage this transition, “gamification” can support systems for households in the form of games.
- A study by i3-CRG identified four household profiles and characterised the changes in their behaviour as a result of gamification.
- The result: games encourage eco-actions, but changing habits over the long term requires more structural changes.
In France, a number of public policies aimed at encouraging household energy management are emerging. However, these are still not enough to support households in their daily efforts to save energy. With this in mind, the i3-CRG team at Ecole Polytechnique (IP Paris) is trying to highlight the value of gamification tools.
Gamification refers to the integration of game elements or game mechanisms. Adapting this concept to behaviour change support systems could help to develop “full household awareness”. In other words, it would illustrate the extent of the efforts made, and how long they last, to incorporate energy efficiency into their daily routines.
The challenge of energy efficiency in the home
With little in the way of tangible evidence, energy consumption at home can escape daily attention, even for those determined to control their consumption more effectively. In fact, it’s easier to see progress on a day-to-day basis when you’re committed to reducing waste than when you’re trying to reduce energy consumption. Changing habits takes time and long-term attention.
In a society of over-consumption and constant time pressure, new resolutions can easily be abandoned or pushed to one side. This form of mindfulness is particularly important in a domestic context, where households are faced with multiple and sometimes contradictory daily concerns. Gamification is one way of triggering new behaviours that can eventually become new habits, but can it maintain them?
These initial results raise questions about the effectiveness of gamification in initiating a change in behaviour.
The i3-CRG’s research is looking at the “Déclics challenges”, a French initiative that aims to engage households in energy-saving measures through gamification. The data looks at six types of energy-saving practices, such as reducing needs or habits – particularly in terms of heating – or replacing energy-guzzling devices. This data is compared to the different levels of awareness required to adopt these practices. Interviews with households that have taken part in the Déclics challenges are used to measure the attentional intensity of their practices, before, during and after the challenges. In particular, by describing the practices adopted by participants and the time and effort involved, the researchers can use verbatim coding to measure the impact of gamification on attention levels.
Is gamification effective?
The results show that challenges have different effects on different household profiles. Four profiles were identified:
- Revealed potential: households that were originally not very attentive to energy-saving eco-gestures, but which managed – following the challenges – to change some of their routines permanently. These household profiles were particularly receptive to gamification. However, once the challenge was over, they did not try to go beyond the practices put in place during the challenge.
- Missed opportunities: households that are also not very attentive to energy eco-gestures, but for whom the challenges seem to have had little impact. Often signed up by a “driving” family member, these households found it difficult to make the challenge their own, either because the formats proposed were unsuited to their life constraints (times, place, format, etc.), or because the other members of the household were passive or even resistant to the introduction of new routines.
- Competitive households: households that are already attentive to sufficiency in their daily lives, and which have been particularly stimulated by the idea of competition, feedback, and feedback on their own performance. While these households showed strong commitment during the challenge, the disappearance of the stimuli at the end of the game caused their attention to wane. Some admit to having lost their ‘good’ habits a few months or years later.
- The disillusioned: households who, paradoxically, were already committed to a low-energy approach, but who were not further stimulated by the challenge. These participants regret not having learnt new practices to bring about a deeper or more structural change in their lifestyles. For these disillusioned participants, the challenge’s incentives – in particular the measurement of reductions in electricity consumption compared with the previous year – were not effective, since most of the proposed eco-actions had already been integrated into their own routines.
This data is exploratory and does not allow us to assess the contribution of different profiles to the game. Future quantitative research will enable this to be measured. These initial results raise questions about the effectiveness of gamification in initiating a change in behaviour. If gamification is to be successfully integrated over the longer term, it will be necessary to take greater account of everyday constraints and provide better support for households. Finally, while gamification can initiate individual changes, their stability over time depends on more structural changes.
References: Chamaret, C., Guérineau, M., & Mayer, J. C. 2023. When saying “enough” is not enough: How cultivating households’ mindfulness through gamification can promote energy sufficiency. Energy Research & Social Science, 105: 103294.