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International Journal of Serious Games
The game integrates real-time building sensor data with competitive, team-based mechanics. It aims to bridge abstract energy conservation concepts with daily user actions.
Game Purpose. Green My Place was designed to foster energy-efficient behavior through gamified educational content.
Green My Place functions as a serious social online game designed to foster energy-efficient behavior by integrating real-time building sensor data with competitive, team-based mechanics. The primary thesis posits that gamified educational content can effectively influence environmental habits within specific physical environments. By deploying a series of weekly mini-games and informational modules across five pilot buildings over a one-year period, the project sought to bridge the gap between abstract energy conservation concepts and practical, daily user actions.
The study reveals a complex relationship between engagement and impact. While the platform struggled to maintain consistent, high-level user traction, it achieved measurable energy savings ranging from 7% to 30% across the test sites. Data indicates a strong correlation between participation in mini-games and the consumption of educational content, suggesting that even modest interaction with the platform can yield tangible environmental results. Although statistical analysis of psychological shifts in attitudes and awareness remained inconclusive—partly due to the evolving self-perception of participants—qualitative feedback confirms that the game successfully improved users' practical understanding of energy efficiency.
Ultimately, the project demonstrates that significant behavioral change does not necessitate deep, sustained player immersion. The findings suggest that future serious games should prioritize accessibility, community-building, and the seamless integration of real-world data over complex gameplay loops. By focusing on these elements, developers can create scalable, low-friction interventions that influence environmental habits even when overall player engagement remains limited. This approach highlights a shift in design philosophy, emphasizing that the efficacy of a serious game is defined more by its ability to provide actionable knowledge than by its capacity to function as a traditional entertainment product.
European Conference on Games Based Learning (ECGBL) · 2026