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A serious game enhancing social tenants' behavioral change towards energy efficiency

机译:一个严肃的游戏,增强了社会租户的行为改变以提高能效

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The energy consumption of the current building stock represents about 40% of the total final energy consumption in Europe. New gamification techniques may play a significant role in helping users adopt new and more energy efficient behaviours. This paper presents the advances achieved within the context of the EU-funded project EnerGAware - Energy Game for Awareness of energy efficiency in social housing communities. The main objective of the project, funded by the European Union under the Horizon2020 programme, is to reduce the energy consumption and carbon emissions in a sample of European social housing by changing the energy efficiency behaviour of the social tenants through the implementation of a serious game linked to the real energy use of the participants' homes.
机译:当前建筑存量的能耗约占欧洲最终总能耗的40%。新的游戏化技术可能在帮助用户采用新的和更节能的行为方面发挥重要作用。本文介绍了在欧盟资助的EnerGAware项目-促进社会住房社区能源效率的能源游戏中取得的进展。该项目的主要目标是由欧盟根据Horizo​​n2020计划资助的,目的是通过实施认真的博弈来改变社会租户的能源效率行为,从而减少欧洲社会住房样本中的能源消耗和碳排放与参与者房屋的真实能源使用有关。

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