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Tekijä:Kaczmarek, Haiko
Työn nimi:The potential of nudging and gamification for reducing energy demand in the residential sector
Julkaisutyyppi:Diplomityö
Julkaisuvuosi:2016
Sivut:(8) + 47      Kieli:   eng
Koulu/Laitos/Osasto:Insinööritieteiden korkeakoulu
Oppiaine:Innovative and Sustainable Energy Engineering   (IA3025)
Valvoja:Järvinen, Mika
Ohjaaja:Lundqvist, Per
Elektroninen julkaisu: http://urn.fi/URN:NBN:fi:aalto-201603291602
Sijainti:P1 Ark Aalto  3637   | Arkisto
Avainsanat:energy demand
nudging
gamification
electricity consumption
demand reduction
energy
Tiivistelmä (eng):The threat of human induced climate change is imminent.
The reason is an ever increasing demand for energy and products, producing more and more greenhouse gas emissions.
Everybody needs to take responsibility now.
The estimations are that with 2% annual energy savings from residential households 12TWh and 3.3 billion metric tonnes of CO2 can be saved per year.
Greenely, a startup from KIC InnoEnergy, wants to engage residential households to change their energy behaviour at home.
They combine a smartphone application with the smart meter infrastructure to reduce households energy demand.
Changing behaviour is complicated and research prior to this thesis revealed that information and economic incentives alone are not sufficient.

A simple and proven technique to change behaviour is Nudging A gentle push in the right direction while leaving the freedom of choice.
A popular example is a printed fly in the men's urinal.
It nudges them to aim at the fly.
The cleaning costs were reduced by 80% at the Schiphol Airport Amsterdam.

Without application usage change is impossible for Greenely.
Their main contact tool to households is a smartphone application.
The smartphone market is vast and competition between applications is strong.
Therefore the system outline needs to precede Nudging for ongoing engagement and long term change.
To achieve that Gamification practices are implemented.
It is the incorporation of game design into non-gaming contexts to achieve engagement through motivation and fun.

This master thesis is done in cooperation with Greenely and focuses on residential demand reduction schemas, Nudging and Gamification.
The aim is to improve their actual application and create an outline for an improved version that promotes long term behaviour change.
The result incorporates the most suitable features from the relevant topics and enables long term change.
ED:2016-04-17
INSSI tietueen numero: 53413
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