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Benefits of household energy saving as a game

Cécile Chamaret
Cécile Chamaret
Professor in Marketing and Consumer Behaviour at Ecole Polytechnique (IP Paris)
Julie Mayer
Julie Mayer
Lecturer at Université de Rennes
Mathias Guerineau
Mathias Guérineau
lecturer in management science at Université de Nantes
Key takeaways
  • 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.

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