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The "ecoGator" app: gamification for enhanced energy efficiency in Europe

Published: 01 October 2014 Publication History

Abstract

In the course of the IEE (Intelligent Energy Europe) funded project "Efficiency 2.1 - New Media for top informed consumers regarding sustainable and energy efficient products" a consortium of 12 partners (led by the Austrian Energy Agency) from 10 European countries is charged with designing, developing and rolling out an "Efficiency adviser" smartphone application named "ecoGator". The main objective of the "ecoGator" app is to support consumer awareness of energy efficient purchase and use of products, enhancing energy-aware and ecologically sound behavior in everyday life. To reach that goal it is crucial to encourage consumers to use this application regularly. This paper describes the evaluation of the gamification strategy of the app "ecoGator". With a qualitative assessment (usability testing method) the gamification elements were tested in terms of motivation, understanding and ease of use. The results of the tests will be considered in the ongoing developing phase of the application and should support the ambitious project targets.

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Cited By

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  • (2023)Gamification in energy consumption systems: A systematic literature review2023 14th International Conference on Intelligent Systems: Theories and Applications (SITA)10.1109/SITA60746.2023.10373600(1-7)Online publication date: 22-Nov-2023
  • (2023)Health promotion through physical activity applications using gamificationJournal of Ethnicity in Substance Abuse10.1080/15332640.2023.2267000(1-17)Online publication date: 14-Oct-2023
  • (2022)Gamified Information Systems as a Means to Achieve Energy-Saving at Work Through Employee BehaviourHandbook of Research on Gamification Dynamics and User Experience Design10.4018/978-1-6684-4291-3.ch015(324-335)Online publication date: 20-May-2022
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cover image ACM Other conferences
TEEM '14: Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality
October 2014
711 pages
ISBN:9781450328968
DOI:10.1145/2669711
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 October 2014

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Author Tags

  1. app
  2. efficiency
  3. energy
  4. gamification
  5. usability

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TEEM '14

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Overall Acceptance Rate 496 of 705 submissions, 70%

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Cited By

View all
  • (2023)Gamification in energy consumption systems: A systematic literature review2023 14th International Conference on Intelligent Systems: Theories and Applications (SITA)10.1109/SITA60746.2023.10373600(1-7)Online publication date: 22-Nov-2023
  • (2023)Health promotion through physical activity applications using gamificationJournal of Ethnicity in Substance Abuse10.1080/15332640.2023.2267000(1-17)Online publication date: 14-Oct-2023
  • (2022)Gamified Information Systems as a Means to Achieve Energy-Saving at Work Through Employee BehaviourHandbook of Research on Gamification Dynamics and User Experience Design10.4018/978-1-6684-4291-3.ch015(324-335)Online publication date: 20-May-2022
  • (2022)Grid-Forming Virtual Power Plants: Concepts, Technologies and AdvantagesEnergies10.3390/en1523904915:23(9049)Online publication date: 29-Nov-2022
  • (2022)Evolving Gamified Smart Communities in Mexico to Save Energy in Communities through Intelligent InterfacesEnergies10.3390/en1515555315:15(5553)Online publication date: 30-Jul-2022
  • (2022)Empower saving energy into smart communities using social products with a gamification structure for tailored Human–Machine Interfaces within smart homesInternational Journal on Interactive Design and Manufacturing (IJIDeM)10.1007/s12008-022-01141-317:3(1363-1387)Online publication date: 26-Dec-2022
  • (2021)A Smooth and Accepted Transition to the Future of Cities Based on the Standard ISO 37120, Artificial Intelligence, and Gamification Constructors2021 IEEE European Technology and Engineering Management Summit (E-TEMS)10.1109/E-TEMS51171.2021.9524900(65-71)Online publication date: 18-Mar-2021
  • (2020)Consumer Engagement in Virtual Power Plants through Gamification2020 5th International Conference on Power and Renewable Energy (ICPRE)10.1109/ICPRE51194.2020.9233110(131-137)Online publication date: 12-Sep-2020
  • (2020)Empower saving energy into smart homes using a gamification structure by social products2020 IEEE International Conference on Consumer Electronics (ICCE)10.1109/ICCE46568.2020.9043174(1-7)Online publication date: Jan-2020
  • (2020)Mobile Apps Meet the Smart Energy Grid: A Survey on Consumer Engagement and Machine Learning ApplicationsIEEE Access10.1109/ACCESS.2020.30427588(219632-219655)Online publication date: 2020
  • Show More Cited By

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