Gamification for Behavior Change of Occupants in Campus Buildings to Affect Improved Energy Efficiency
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In 2012, 40% of total U.S. energy consumption was attributed to residential and commercial buildings. However, in order to improve building energy efficiency, most conservation measures adopted today are based on technologies or maintenance. In this project, we worked with Smart Green Institute to develop behavior-based energy saving measures, which are more cost effective and have fewer installation constraints. After selecting two campus buildings-Old Chemistry and Rubenstein Hall- for our case study, we analyzed the building utility and expense data from 2005 to 2013 to explore the consumption and expenditure trends, and figured out the relatively elastic and changeable energy sources to focus on. Then we conducted survey to occupants of the two buildings to study their consciousness of building energy conservation and awareness of gamification. Based on the study of building data and occupants’ behavior, we proposed a tailored gamified energy conservation plan using the Behavioral Change Gamification Model.
CitationDu, Jing; Feng, Yue; & Zhou, Changchang (2014). Gamification for Behavior Change of Occupants in Campus Buildings to Affect Improved Energy Efficiency. Master's project, Duke University. Retrieved from https://hdl.handle.net/10161/8493.
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