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International Journal of Serious Games
Researchers evaluated if gamified interventions could effectively encourage energy saving among residents. The study involved 82 households over 12 months.
The EnergyCat serious game initiative sought to evaluate whether gamified interventions could effectively promote energy conservation among social housing residents in the United Kingdom. Over a 12-month longitudinal study involving 82 households, researchers examined the impact of mission-based learning and virtual house customization on energy awareness and consumption habits. The primary thesis posited that interactive digital tools could incentivize sustainable behaviors; however, the findings indicate that the intervention failed to produce any statistically significant changes in energy usage or awareness levels compared to control groups.
The lack of behavioral impact is largely attributed to significant usability barriers and design flaws. Participants reported high levels of frustration with the software, citing excessive complexity, small font sizes, and unclear instructions, which culminated in a poor System Usability Scale score of 40.83. Furthermore, the study revealed that the target demographic faced structural and personal constraints—such as health requirements, comfort preferences, and existing low-energy baselines—that rendered the game’s objectives secondary to their immediate daily needs. Low IT literacy among certain segments of the population further exacerbated these engagement challenges.
Ultimately, the research concludes that gamification in the social housing sector requires a more nuanced, user-centered approach to be effective. Future interventions must prioritize inclusive co-design processes that account for the specific technological and psychological barriers inherent in this demographic. Rather than relying on generic gamified mechanics, successful energy-saving strategies must simplify accessibility and align closely with the lived realities of residents. This study serves as a critical reminder that digital tools cannot substitute for addressing the fundamental socioeconomic factors that dictate energy consumption patterns in vulnerable communities.
JMIR Serious Games · 2026