Community Research and Development Information Service - CORDIS

H2020

GreenPlay Report Summary

Project ID: 649621
Funded under: H2020-EU.3.3.1.

Periodic Reporting for period 1 - GreenPlay (Game to promote energy efficiency actions)

Reporting period: 2015-03-01 to 2016-08-31

Summary of the context and overall objectives of the project

The GreenPlay project aims to develop a new ICT-based solution to raise awareness on energy efficiency among European citizens, and to strengthen people’s commitment to reduce and improve energy consumption in their daily life. As indicated in Figure 1, this global aim can be split in four specific objectives:
•Deepen citizens' awareness about environmental issues
•Provide people with personalized information related to their energy consumption levels and habits
•Make people integrate the GreenPlay solution in their daily life
•Ensure the sustainability of the new solution
To reach these objectives, the GreenPlay consortium has been developing and will implement a real-time, web-based energy consumption monitoring platform, combined with a serious game to foster interest and raise awareness of citizens of all ages, and a smart advice generator that will provide information on energy savings and propose related challenges to the users.
In the frame of the project, a demonstration phase will be implemented in three European urban areas (in France and Spain) to assess and evaluate the proposed solution in about 200 test homes, located in publicly and/or privately-owned buildings, and fulfilling three conditions:
1. Being heated with electricity
2. Having electric hot water
3. Having an internet access
The expected impact of the solution is to decrease by 30% the energy consumption of households involved in the experimental stage of the project.

Work performed from the beginning of the project to the end of the period covered by the report and main results achieved so far

During the first project period, WP1 was completed: the consortium members agreed on the general specifications of the solution, and on the detailed features of the three modules (energy consumption monitoring platform, serious game and smart advice/challenge generator). The work foreseen in WP2 could then begin: at the end of Period 1, the upgrade of the eGreen Platform and the development of the smart advice generator are under finalisation, while a first version of the serious game is almost available and will soon allow the integration of the three components in a single platform. In parallel, under WP3, 189 test homes have been identified over the 200 targeted in the three areas of interest (Vigo urban area in Spain, and City of Villefontaine and Basque country/Landes region in France); sensors suppliers and subcontractors for installation of the solution in test households were selected and are ready to contribute to the project, and hardware components were provided; and the framework for conduction of energy audits in test homes before starting the experimental stage has been established, and audit tools/templates were developed. Although some delay is observed due to underestimated time required for specification and design of the solution in an innovative and competitive way (WP1), difficulties met with respect to the supply of hardware components, and unexpected obstacles to the identification of pilot cities and recruitment of test households (WP3), the 1-year demonstration phase is expected to start at the beginning of the second project period. Energy audits will be performed simultaneously to hardware installation and information/training of participants (WP3), while technical tests ensuring the efficiency and usability of the software platform will be carried out simultaneously (WP4), before official launch of the experimental stage in real-life conditions (WP5). Throughout the first project period, dissemination activities (development of a project website and communication materials like brochures, flyers, posters, roll-up, and participation in various events) were implemented to inform a large audience (and especially potential users of the GreenPlay solution) about the project objectives and contents, and the opportunity offered to participate in the demonstration stage (WP7).

Progress beyond the state of the art and expected potential impact (including the socio-economic impact and the wider societal implications of the project so far)

The expected impacts of the GreenPlay project are the following:
1. Considerable energy consumption and emission reduction
During the demonstration phase, awareness regarding energy and environmental issues will be raised among citizens through their involvement in the serious game and the display of personalised advice and statistics. The game will be part of citizens’ life as it will be available on multi-devices and linked to their real energy consumption thanks to sensors installed in their homes. The project aims at reducing by 30% energy consumption in the test homes included in this demonstration phase. The actual reduction of energy consumption will be assessed in compliance with the European methods during WP6. The recording and storage of historical data will allow the comparison and the calculation of the real energy savings linked to the project. In the long term, the consequence of the reduction of energy consumption will result in energy production reduction as well as in emissions reduction.
2. Accelerate wide deployment of innovative ICT solutions for energy efficiency
The proposal will allow the introduction on the market of a new integrated energy efficiency solution based on ICT systems. This innovative ICT tool will foster the reduction of energy consumption by making citizens aware of energy issues and by educating them to simple and efficient practices to reduce energy consumption and save money. This new ICT solution will be therefore a complete solution as it will enable to: (1) Monitor the consumption of electricity, and to transmit the data to a web platform; (2) Analyse individual consumptions and provide specific users with statistics and personalised advice; and (3) Raise awareness through users’ involvement in the game. This game will target the whole population and not only homes equipped with sensors. The goal here is to go viral among the population thanks to an adapted communication strategy. Indeed, communication about the game will rely on the rational interest (earning points, reduction tickets…) and the irrational interest (player are satisfied with the game and want to disseminate to their friends). The solution has also been designed so as to maximise its potential to go viral: it will be linked to social networks, available on well-known platforms (such as Android and iOS from Apple as well as the corresponding forums) and the general terms will allow people to integrate the game in their own website under certain conditions. In addition to communication and dissemination activities, already intensively implemented during the first period of the project, non-equipped players will be showed within the game that sensors allow greater energy and money savings. This strategy is expected to increase the conversion rate from non-customers to customers. The project will therefore favour the large deployment on the market of an efficient tool dedicated to citizens for energy management and environmental awareness.
3. Greater consumer understanding and engagement in energy efficiency
The project aims to increase citizens’ awareness so as to change their habits and behaviour about energy consumption. Therefore one of the main impacts of the project will be the improvement of citizens’ awareness regarding energy issues. Two means of awareness will be used in the project: (1) The web platform will display statistics about users’ consumption and will provide personalised advice and challenges, and (2) The game will transmit the same ideas, but will use codes from the entertaining and gaming sector.

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