The power of training and gamification: How to influence energy use behaviour

Published by Build Up

Buildings are responsible for approximately 40 % of energy consumption and 36 % of CO2 emissions in the EU, according to the European Commission. It’s also widely accepted that to reduce the amount of energy used, consumers have to change their behaviour.

But old habits die hard, especially when it comes to making sacrifices for the environment.

The EU-funded eTEACHER project is addressing this challenge by developing an ICT tool aimed at motivating end users in buildings to change their energy consumption behaviour. eTEACHER involves training and awareness activities, as well as feedback measures and incentives to bring about continuous alterations in users’ power consumption habits.

Thanks to the project’s tailored methodology that’s based on energy conservation measures, users will be able to make better-informed decisions while also saving on their energy bills.

The project website states: “eTEACHER tailored advice and behavioural change methods deployed through ICT solutions will reduce CO2 emissions and save up to 10% of energy consumption.”

The project will also use gamification to engage people through methods such as notifications, bonus system, energy literacy and visibility so that they can commit to generating savings.

With the development of social media, smartphones, interactive web technologies and the Internet of things, utility companies and mobile app developers are already harnessing the power of gamification. eTEACHER believes the gamification approach helps consumers understand the environmental implications of their actions and adopt a more active and responsible behaviour.

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Moderated by : Izadora Alcanfôr

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