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Do you need games in your portfolio? E Source Forum 2014 September 29–October 2, 2014 
Susan Mazur-Stommen, Ph.D. Director, Behavior and Human Dimensions American Council for an Energy-Efficient Economy
Games and Gamification 
• 
Concepts that have been getting increased attention in the energy efficiency world 
• 
New ACEEE paper collects information on 40 games and challenges 
• 
These games are meant to influence behavior around energy efficiency and sustainability
Eco Ego 
• 
A good example of a casual game is Eco-Ego 
• 
Eco-Ego is charming, and easy to engage with, with little to no set-up required. It is also more challenging than might be expected from such a simple game. 
• 
This challenge is a plus, drawing the player deeper into the world of Eco-Ego, and reinforcing the positive outcome of the decisions made by the player through feedback.
Gamification: What is it? 
Gamification is the process whereby program designers incorporate game mechanics into everyday activities around energy efficiency to provide added motivation for behavior change.
Vermontivate runs statewide in Vermont—towns can win a Ben & Jerry’s sponsored ice cream contest!
Gamification: Why it works 
• 
Gamified programs take features of games that keep players’ attention and apply them to real-world situations that might otherwise seem mundane or boring. 
• 
The incorporation of game mechanics heightens the experience and/or performance of everyday, real-world activities. 
• 
Essentially, gamified programs “tap into the psychology of motivation.”
Game mechanics: What are they? 
• 
Elements like leaderboards, achievements, and leveling up provide motivation for players to continue playing. 
• 
A leaderboard is a list of players who have the most points or best times in a particular game. 
• 
An achievement is a reward for completing a certain set of tasks within a game. 
• 
Leveling up allows players to gain additional privileges or abilities after reaching a certain point in the game.
Games and Gamified Programs: Why use them? 
• 
Games are a potentially powerful tool for utilities. 
• 
They use fun to reach a broad audience. 
• 
The real promise lies in the theoretical ability to harness the attention of large numbers of people in order to change everyday behaviors in the home, office, at the store, or on the streets. 
• 
Games have reached millions if not billions of people.
Kansas-based TakeCharge Challenge pits neighborhoods, cities, regions, and even entire states against one another!
Why should utilities use games and gamification? 
• 
Aggressive energy savings goals require high participation rates. 
• 
There have been several energy efficiency-oriented pilots, which achieved positive results at small scales. 
• 
Most efficiency programs touch a small set of people who are motivated by information. 
• 
Games provide people who may not otherwise be inclined to care about energy efficiency with the motivation to get involved. 
• 
Using games gives us a greater ability to reach everyone else.
But isn’t it all HYPE? 
• 
There are number of criticisms at gamification 
• 
In particular the idea that it the concept is all hype and no substance. 
• 
The critiques generally focus on three areas: 
• 
That gamification is a new word for an old process 
• 
That gamification simply does not work 
• 
That gamification is unethical and manipulative
Games have been around forever, so why should I care now? 
• 
Social media and smartphones + cultural adoption of gaming 
• 
The scope and sophistication of gamification is increased 
• 
Ability to collect, distribute, display, and respond to data = unprecedented scale and with astonishing rapidity. 
• 
Real-time feedback for behavior is now possible 
• 
Particularly when gamification is integrated into ‘wearable’ technologies like the Fitbit.
Evidence is in: it works 
• 
“24 peer-reviewed, empirical research papers” on gamification showed that, “According to a majority of the reviewed studies, gamification does produce positive effects and benefits.” 
• 
Several gamified systems oriented toward health and fitness, including Fitocracy and Superbetter, have demonstrated that games can successfully influence people to change their behavior to improve their health
Moving from gamified to gameful 
• 
Game mechanics possess an inherent quality of coercion, and when deployed via institutions with a great deal of power over the individual can be both deceptive and oppressive. 
• 
We are recommending that designers of programs in the energy efficiency and sustainability arenas consider shifting their perspective towards one of gameful design and its focus on positive interactions and outcomes.
Cool Choices 
Launched in 2011, Cool Choices began as a card- based game designed to encourage players to reduce greenhouse gas emissions and save energy, with separate versions for schools and workplaces.
What does gameful mean? 
Are games increasing the happiness, the health, the well- being of the people who play them? Are games enhancing positive social relationships with friends, family, colleagues, and neighbors? Do games connect players to something bigger than themselves, purpose, mission, or a collective endeavor? Do games give people opportunities people to wake up and do something that matters?
But games are for kids! 
• 
58% of all Americans play video games. 
• 
The average age of gamer is 30 
• 
The gender divide among gamers is also less stark than is popularly imagined, with 55% of all gamers being male, and 45% female. 
• 
There are actually more female gamers over 18 (31% of the total number of players) than male gamers under 17 (19%).
• 
From our poll, 63% of our respondents, all adults, had played a game (any kind) within the past week. 
• 
54% of respondents said they had played a ‘video’ or ‘digital’ game within the past week. 
• 
27% of respondents were over 50. 
• 
Our gender split was 63% female, 36% male, and 1% other, with no teenaged boys.
Sensation Game as sense-pleasure Fellowship Game as social framework Fantasy Game as make-believe Discovery Game as uncharted territory Narrative Game as drama Expression Game as self-discovery Challenge Game as obstacle course Submission Game as pastime
• 
51% of our poll respondents ranked ‘Facing challenges and overcoming them’ as the number one reason they played games, making them ‘Achievers’. 
• 
‘Being able to socialize with friends’ came in second with 22% of respondents ranking it as the number one reason they played. These players would be ‘Socializers.’ 
• 
Third were ‘Explorers’ who want to engage and learn through content and experiences. 
• 
Fourth in our poll was a category for those who like to customize their online avatar or habitat, or ‘Customizers’ for short.
No data … YET 
• 
Of 40 games we collected, 16 were market-based and 13 were utility-based 
• 
Rest were published by universities, government agencies or non-governmental organizations (NGOs) 
• 
Only one other game, NYSERDA’s Reduce the Use in District 39, had engaged a utility partner. 
• 
Most are releasing games ‘into the wild’. 
• 
Games from these publishers may have good (proprietary) player data, but they do not have associated energy use data
Where is my ROI? 
• 
Data on the costs, the behaviors changed as a result of engaging with a game, and the actual energy savings are hard to come by, as we see. 
• 
It is important to understand what games can and cannot do for your program, and to carefully select a specific kind of game to achieve an identified program outcome. 
• 
Games are ideal for driving participation/harnessing motivations for people to care about energy efficiency
Last thoughts 
• 
Decide who your audience is for the game 
• 
Your game will attract (or repel) specific kinds of players. 
• 
Provide a challenge 
• 
Consider the short life-span of games 
• 
Use life-cycle analysis 
• 
Use logic models
Want more Behavior? 
• 
Go to www.aceee.org, register, then click keyword ‘Behavior’ to get updates and invites from our program. 
• 
The Behavior, Energy, and Climate Change conference (BECC) also has numerous resources, available at: 
• 
Website: http://beccconference.org/ 
• 
LinkedIn: http://www.linkedin.com/groups/Behavior-Energy- Climate-Change-BECC-3794406 
• 
Facebook: https://www.facebook.com/BECCconference 
• 
Twitter: https://twitter.com/BECCconference

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Do You Need Games in Your Portfolio?

  • 1. Do you need games in your portfolio? E Source Forum 2014 September 29–October 2, 2014 Susan Mazur-Stommen, Ph.D. Director, Behavior and Human Dimensions American Council for an Energy-Efficient Economy
  • 2. Games and Gamification • Concepts that have been getting increased attention in the energy efficiency world • New ACEEE paper collects information on 40 games and challenges • These games are meant to influence behavior around energy efficiency and sustainability
  • 3. Eco Ego • A good example of a casual game is Eco-Ego • Eco-Ego is charming, and easy to engage with, with little to no set-up required. It is also more challenging than might be expected from such a simple game. • This challenge is a plus, drawing the player deeper into the world of Eco-Ego, and reinforcing the positive outcome of the decisions made by the player through feedback.
  • 4. Gamification: What is it? Gamification is the process whereby program designers incorporate game mechanics into everyday activities around energy efficiency to provide added motivation for behavior change.
  • 5. Vermontivate runs statewide in Vermont—towns can win a Ben & Jerry’s sponsored ice cream contest!
  • 6. Gamification: Why it works • Gamified programs take features of games that keep players’ attention and apply them to real-world situations that might otherwise seem mundane or boring. • The incorporation of game mechanics heightens the experience and/or performance of everyday, real-world activities. • Essentially, gamified programs “tap into the psychology of motivation.”
  • 7. Game mechanics: What are they? • Elements like leaderboards, achievements, and leveling up provide motivation for players to continue playing. • A leaderboard is a list of players who have the most points or best times in a particular game. • An achievement is a reward for completing a certain set of tasks within a game. • Leveling up allows players to gain additional privileges or abilities after reaching a certain point in the game.
  • 8. Games and Gamified Programs: Why use them? • Games are a potentially powerful tool for utilities. • They use fun to reach a broad audience. • The real promise lies in the theoretical ability to harness the attention of large numbers of people in order to change everyday behaviors in the home, office, at the store, or on the streets. • Games have reached millions if not billions of people.
  • 9. Kansas-based TakeCharge Challenge pits neighborhoods, cities, regions, and even entire states against one another!
  • 10. Why should utilities use games and gamification? • Aggressive energy savings goals require high participation rates. • There have been several energy efficiency-oriented pilots, which achieved positive results at small scales. • Most efficiency programs touch a small set of people who are motivated by information. • Games provide people who may not otherwise be inclined to care about energy efficiency with the motivation to get involved. • Using games gives us a greater ability to reach everyone else.
  • 11. But isn’t it all HYPE? • There are number of criticisms at gamification • In particular the idea that it the concept is all hype and no substance. • The critiques generally focus on three areas: • That gamification is a new word for an old process • That gamification simply does not work • That gamification is unethical and manipulative
  • 12. Games have been around forever, so why should I care now? • Social media and smartphones + cultural adoption of gaming • The scope and sophistication of gamification is increased • Ability to collect, distribute, display, and respond to data = unprecedented scale and with astonishing rapidity. • Real-time feedback for behavior is now possible • Particularly when gamification is integrated into ‘wearable’ technologies like the Fitbit.
  • 13. Evidence is in: it works • “24 peer-reviewed, empirical research papers” on gamification showed that, “According to a majority of the reviewed studies, gamification does produce positive effects and benefits.” • Several gamified systems oriented toward health and fitness, including Fitocracy and Superbetter, have demonstrated that games can successfully influence people to change their behavior to improve their health
  • 14. Moving from gamified to gameful • Game mechanics possess an inherent quality of coercion, and when deployed via institutions with a great deal of power over the individual can be both deceptive and oppressive. • We are recommending that designers of programs in the energy efficiency and sustainability arenas consider shifting their perspective towards one of gameful design and its focus on positive interactions and outcomes.
  • 15. Cool Choices Launched in 2011, Cool Choices began as a card- based game designed to encourage players to reduce greenhouse gas emissions and save energy, with separate versions for schools and workplaces.
  • 16. What does gameful mean? Are games increasing the happiness, the health, the well- being of the people who play them? Are games enhancing positive social relationships with friends, family, colleagues, and neighbors? Do games connect players to something bigger than themselves, purpose, mission, or a collective endeavor? Do games give people opportunities people to wake up and do something that matters?
  • 17. But games are for kids! • 58% of all Americans play video games. • The average age of gamer is 30 • The gender divide among gamers is also less stark than is popularly imagined, with 55% of all gamers being male, and 45% female. • There are actually more female gamers over 18 (31% of the total number of players) than male gamers under 17 (19%).
  • 18. • From our poll, 63% of our respondents, all adults, had played a game (any kind) within the past week. • 54% of respondents said they had played a ‘video’ or ‘digital’ game within the past week. • 27% of respondents were over 50. • Our gender split was 63% female, 36% male, and 1% other, with no teenaged boys.
  • 19. Sensation Game as sense-pleasure Fellowship Game as social framework Fantasy Game as make-believe Discovery Game as uncharted territory Narrative Game as drama Expression Game as self-discovery Challenge Game as obstacle course Submission Game as pastime
  • 20. • 51% of our poll respondents ranked ‘Facing challenges and overcoming them’ as the number one reason they played games, making them ‘Achievers’. • ‘Being able to socialize with friends’ came in second with 22% of respondents ranking it as the number one reason they played. These players would be ‘Socializers.’ • Third were ‘Explorers’ who want to engage and learn through content and experiences. • Fourth in our poll was a category for those who like to customize their online avatar or habitat, or ‘Customizers’ for short.
  • 21. No data … YET • Of 40 games we collected, 16 were market-based and 13 were utility-based • Rest were published by universities, government agencies or non-governmental organizations (NGOs) • Only one other game, NYSERDA’s Reduce the Use in District 39, had engaged a utility partner. • Most are releasing games ‘into the wild’. • Games from these publishers may have good (proprietary) player data, but they do not have associated energy use data
  • 22. Where is my ROI? • Data on the costs, the behaviors changed as a result of engaging with a game, and the actual energy savings are hard to come by, as we see. • It is important to understand what games can and cannot do for your program, and to carefully select a specific kind of game to achieve an identified program outcome. • Games are ideal for driving participation/harnessing motivations for people to care about energy efficiency
  • 23. Last thoughts • Decide who your audience is for the game • Your game will attract (or repel) specific kinds of players. • Provide a challenge • Consider the short life-span of games • Use life-cycle analysis • Use logic models
  • 24. Want more Behavior? • Go to www.aceee.org, register, then click keyword ‘Behavior’ to get updates and invites from our program. • The Behavior, Energy, and Climate Change conference (BECC) also has numerous resources, available at: • Website: http://beccconference.org/ • LinkedIn: http://www.linkedin.com/groups/Behavior-Energy- Climate-Change-BECC-3794406 • Facebook: https://www.facebook.com/BECCconference • Twitter: https://twitter.com/BECCconference