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Nancy Phelps Department: Communication Media Studies
Thesis Adviser: Professor Byron Reeves
1
Online Games and Behavior Change:
An Analysis of Current Online Games and Platforms Encouraging Energy
Conscious Behaviors
The purpose of this Product Review is to analyze a representative landscape
of online games and platforms that engage the user on energy related issues.
Specifically, all of the featured products share a primary goal of encouraging energy
conservation whether in the home, office, or community. Each product will be
scrutinized from both a functional and psychological perspective with the expressed
purpose of understanding how each product catalyzes energy use behavior change.
The functional lens will highlight the particular components that comprise
the game. The goal of the functional lens is to explicitly outline how the game or
platform physically operates. Once the functional components have been identified,
the psychological lens will help us understand why each of them was incorporated
into the game’s design and the effect they are intended to have on the user.
The functional lens will therefore provide a framework for the psychological
lens. This psychological lens will expose the strategies the game employs in order to
encourage behavior change. And while each product functions very differently and
leverages different theories on behavior change, they are normalized across their
unifying desire to encourage energy conservation within the home or business. By
Nancy Phelps Department: Communication Media Studies
Thesis Adviser: Professor Byron Reeves
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comparing several products, we will not only present a representative landscape of
current offerings, but also a cross section of effective behavior change strategies.
The games and platforms presented here are intended to illustrate the
spectrum of online offerings. They address a wide range of audiences, employ
varying levels of interactivity, and communicate the value of energy savings
differently in order to resonate with their specific audience.
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Thesis Adviser: Professor Byron Reeves
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Powerhouse: Stanford University
Led by Bryon Reeves, a Stanford University team developed an online game
to encourage residential energy conservation.
Functional Lens:
Powerhouse utilizes a high degree of interactivity in order to encourage a
high degree of player investment, community involvement, and behavior change.
(The particular motivations behind developing a highly interactive platform will be
expanded on within the ‘Psychological Lens’ section.) The interactivity takes the
form of a player controlling the actions of a virtual resident within a virtual home.
The player travels from room to room discovering ways for the virtual resident to
save energy within the house. For example, the player guides the resident to an
unoccupied yet fully lit room. After switching the lights off, points are awarded to
the player (earning him/her an Achievements Badge) and the player’s energy
dashboard is updated accordingly.
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Thesis Adviser: Professor Byron Reeves
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The virtual home’s energy usage trends are then compared to the player’s
real time energy use within their actual home. This is made possible by linking the
player’s PG&E account with Powerhouse. Therefore, Stanford researchers can
understand whether there is a direct link between a player’s efforts to decrease
energy in the virtual home with their actual energy consumption behaviors. These
competing graphs are even overlaid which enables the player to see his virtual
usage as compared to his actual.
Another main component of Powerhouse is the Forum feature. This feature
encourages an individual player to connect with other players. Players can ask
questions amongst each other, post interesting things they learned, and engage the
Stanford research group themselves. Not only are these actions encouraged, but
they are even required for level advancement. In order to pass from one section to
another for example, a player must post within the forum, “friend” the Stanford
administrator’s avatar, and speculate on why their energy use either increased or
decreased during a particular section.
Powerhouse targets the average homeowner. Some often wonder about the
effectiveness of Gamification on the older demographic. But there is hard evidence
that the game-‐like features of Powerhouse are directly relevant to the average
homeowner. The average gamer is “33 years old, works full time, earn 85k, and has
been to college.”(Reeves, 2011) This supports the Powerhouse design team’s
decision to frame energy savings in terms of dollar savings (these homeowners
work full time for non trivial amounts). It also supports the decision to include
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Thesis Adviser: Professor Byron Reeves
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energy saving tid-‐bits that are relatively sophisticated: the Powerhouse audience is
well educated and eager to engage on an active, intellectual level.
Psychological Lens:
Bryon Reeves and Dave Voelker’s Stanford University course Media
Psychology features the characteristics of effective virtual games. A player must “get
constant feedback, play a role and participate in a compelling narrative.” (Reeves,
2011) In order to catalyze a behavior change, a game must initially make the player
feel personally invested in the game and its outcome. Therefore, incorporating the
above 3 attributes are important.
First, Powerhouse does include constant feedback: it provides real time
energy usage updates (through graphs) for both the player’s own and virtual
houses, it encourages players to actively respond to other players’ forum posts (a
strategic way to include an element of social media, which is known to be “the
dominant game platform”(Reeves, 2011)) and it acknowledges good energy use
behavior by awarding Achievements Badges.
In regards to the second criteria, Powerhouse employs role-‐playing: in fact, it
is the core of the game. The goal of role-‐playing is to increase the likelihood that the
player will associate with the virtual human and become invested in its goal of
saving energy. The ultimate hope is that this virtual investment will bleed over into
actual investment when a player changes his energy use behaviors within his own
home. This “Gamification” concept is employed because “game-‐like features sustain
consumer engagement.” (Reeves, 2011)
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Thesis Adviser: Professor Byron Reeves
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Finally, by providing a game that directly compares a player’s actual home
energy use with their virtual home energy use, Powerhouse defines a “compelling
narrative” that will keep players continually interested in the topic of energy
efficiency. Essentially, the game makes energy conservation increasingly relevant by
bringing the results out of the computer and into a player’s own home by
continually comparing the two data sets. No longer is energy conservation an
abstract, intangible, irrelevant concept in the eyes of the average homeowner.
Rather, Powerhouse seeks to show players how all of the behaviors learned in the
game directly effect their own home and their own pocketbooks.
Powerhouse recognizes additional psychological components of games. It
directly addresses the fact that “competition is fun, feedback is best when
immediate, and that trial and error is the best plan.”(Reeves, 2011) By incorporating
a Leader Board, Powerhouse intentionally creates an element of competition. This
helps to make the game fun while also bolstering player investment in the game. Not
only does the game provide feedback through energy use graphs but Powerhouse
also provides immediate feedback by making the virtual resident jump to the sound
of a light-‐hearted “ping” noise when the player succeeds in turning off an un-‐used
light, for example. This immediate feedback and reinforcement makes the player
feel good and provides encouragement. Finally, Powerhouse acknowledges the
importance of trial and error by structuring the games with 6 installments: the
player must go through 6 levels of the game before finishing. This will ensure that
the energy saving techniques become hardwired in the player’s mind and translated
into his actual home energy use behaviors.
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Thesis Adviser: Professor Byron Reeves
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Ultimately, Powerhouse incorporates “the ingredients to a successful game:
self representation, ranks/levels, narrative, feedback, rules, transparency,
economies, teams, and communication.”(Reeves, 2011) All of these elements are
incorporated into the functionality of the game in order to create a psychological
experience that fosters player investment in the game. Because “play allows for
rehearsal and learning(Reeves, 2011)” the overarching thinking is that a player’s
investment in the game will allow them to “rehearse and learn” energy saving
behaviors which in turn will translate into meaningful energy use behavior change
within the player’s own home.
Similar Platforms:
There are several games that resemble, both in form and function,
PowerHouse. SimpleEnergy, for example, is a social yet competitive game that is
also highly relevant. I use the term “relevant” here to refer to a game’s ability to
mimic and affect each individual’s real time energy use and behaviors. SimpleEnergy
achieves this by integrating each resident’s utility meter into the functionality of the
game (in a similar way that PowerHouse does.) Yoav Lurie, CEO of Simple Energy:
“We use game mechanics to achieve measurable and verifiable energy efficiency
results.” One SimpleEnergy user even “cut her energy usage by nearly 50%.” (John,
2012) Lurie goes on to attribute this drastic, real-‐time energy savings to “once
they’re [users] in the game, they tend to start taking pride in saving money, getting
into conversations with friends and neighbors, and otherwise getting involved with
the subject in a new way, driving long-‐term behavior changes.” (John, 2012)
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Thesis Adviser: Professor Byron Reeves
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This game, Lourie notes, has far reaching impacts and does not stop at
engaging just homeowners. If fact, this game significantly impacts utilities too: “the
data flowing from them [the user] starts to give utilities a level of data analysis
they’ve never had before, at the system level, and at the customer-‐focus level.” (John,
2012)
Digital Service Efficiency – eBay
The goal of eBay’s Digital Service Efficiency dashboard is to place energy
efficiency within the larger business context. (eBay, 2013) Energy savings translates
into real dollars for large technology companies like eBay. The dashboard
communicates the importance of energy savings by introducing the unit
“transactions per kilowatt hour.”(eBay, 2013) This is a direct nod to the dashboard’s
primary audience: business executives who understand eBay in terms of a
transaction (a single “buy” or “sell” on the site.) By incorporating this language into
the dashboard, the dse designers acknowledge the importance of communicating in
a common language when trying to change behavior. In this case, because eBay’s
business executives speak in and see the value in “transactions,” the importance of
saving energy must be presented in this same language. Only then will the CEO see
the value in changing the energy use behavior of his/her company.
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Thesis Adviser: Professor Byron Reeves
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Functional Lens:
The eBay Digital Service Efficiency dashboard is a one-‐way message-‐to-‐
receiver platform. There is no interactivity that would enable the user to submit
feedback or engage with the platform. While the values are continuously updated,
there is no interactivity from the viewer’s end. The interface resembles a car’s
dashboard with several toggles indicating various energy-‐related measurements.
Taking all of these barometers together, eBay hopes to paint a picture of the
company’s current energy performance (including the datacenters.) By including
trendlines underneath the real-‐time values, the user can contextualize the current
values. These trendlines are ultimately what will encourage the business executives
to institute company efficiency measures.
The DSE dashboard displays energy data under 4 banners (revenue,
performance, environment, and cost.) This is a direct nod to the fact that different
audiences will be concerned with different facets of energy efficiency: for example,
the CEO will be interested in the cost trends whereas the datacenter designer may
be more interested in the energy trends. A user can also change between fiscal
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Thesis Adviser: Professor Byron Reeves
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quarters (Q1-‐Q4.) This helps the user further understand whether current values
represent a larger trend in energy use whether that be a decline or incline.
Furthermore, the dashboard is divided into left and right views:
“infrastructure” and “business” respectively. “Infrastructure” presents values
related to datacenter efficiency (power usage effectiveness, water usage
effectiveness, power load, physical servers etc.) “Business” presents values in terms
of dollars and users (revenue per user, carbon per million users, carbon and
revenue per MW etc.)
Psychological Lens:
The stagnant, non-‐interactive nature of eBay’s DSE largely fails to engage the
viewer’s emotion. It is important to engage someone on an emotional level in order
to create a lasting behavior change or to have him become invested in an online
game or platform. “Indeed, any interface that ignores a user’s emotional state or fails
to manifest the appropriate emotion can dramatically impede performance and
risks being perceived as cold, socially inept, untrustworthy, and incompetent.”
(Nass, 2002, 82) This dashboard seeks to be extremely trustworthy and very
competent; therefore by not engaging on an emotional level, this dashboard actively
works against its own value. And not only does this interface not engage on an
emotional level, but it does not encourage different moods, which “tend to bias
cognitive strategies and processing over a long term.” (Nass, 2002, 84)
Therefore, in terms of meaningful behavior change, affecting someone’s
mood is very important. Developing a strong mood is associated with developing a
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Thesis Adviser: Professor Byron Reeves
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dynamic cognitive process and, through inference, a strong attitude towards
something (or someone.) “Mood has been found to affect cognitive style and
performance…[it] profoundly affects the flexibility and efficiency of thinking and
problem solving.” (Nass, 2002, 85) By combining mood’s ability to activate cognition
on a deep level with its ability to influence “memory encoding, retrieval
and...decision making(Nass, 2002, 85),” mood is clearly a factor in creating strong
attitudes (particularly those around the importance of sustainable practices and
behavior change.)
These strong attitudes are important in this discussion of energy use
behavior change because strong attitudes are “enduring, resistant, and predict
behavior.” (Griffen, 2012) This translates into a game or platform’s need to create a
strong pro-‐energy conservation attitude in the user in order to foster meaningful
behavior change. And, in order to create a strong attitude, it would behoove
designers to think about how to influence a viewer’s mood. In our particular eBay
dashboard case, the lack of an interactive component places this dashboard at a
distinct disadvantage: it is much harder to change people’s energy use behaviors if a
designer does not engage their mood.
In addition to the eBay dashboard doing little on the interactivity side to
actively appeal to the viewer’s mood, it also does little to leverage a color scheme
that would affect a viewer’s mood. The color palette largely comprises, grey, blue,
and green. Whereas “warm colors provoke active feelings…cool colors are much less
likely to cause extreme reactions.” Blue even has a “calming effect.”(Nass, 2002, 88)
Knowing that “color schemes can produce reliable and specific influences on
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Thesis Adviser: Professor Byron Reeves
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mood”(Nass, 2002, 88) it is unclear whether eBay has made the correct design
decision. In order to spark a strong attitude towards energy conservation,
leveraging a calming color scheme seems do to little to incite such passion. The
calming effect may even do the opposite: it may leave the viewer with the
impression that the energy-‐figures/trends are not that important and do not need to
be acted on or considered immediately.
Similar Platforms:
Facebook has also developed an online dashboard aimed at highlighting its
energy efficient practices with goals for future energy conservation. Like eBay’s dse,
it places the importance of energy conservation in the larger business context. The
dashboard is designed specifically around more sophisticated, data center specific,
metrics such as PUE and WUE (power usage effectiveness and water usage
effectiveness respectively). By presenting the trends of PUE and WUE over time,
Facebook promotes energy conservation from a very technical standpoint.
The average Facebook user who views this dashboard may be confused
about how Facebook’s sustainable initiatives and efficiency practices are tied into
the PUE and WUE values. The data driven visualizations contribute to the overall
credibility of the dashboard (in contrast to the more youthful, data-‐sparse eBay
visual), but it comes at a comprehension cost. The Facebook dashboard underscores
the need for energy conservation in the eyes of the business executives and data
center designers: this audience understands how and why a small change in PUE
directly influences Facebook’s cost structure. In this way, this dashboard does
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Thesis Adviser: Professor Byron Reeves
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encourage and underscore energy efficiency, but only to a select group and in a very
select way.
While Facebook’s dashboard may be more complicated and niche than eBay’s
dashboard, it does employ interactivity as an engagement tool. eBay’s lack of
interactivity prevents users from engaging with the tool and further understanding
of energy related concepts. The Facebook platform on the other hand allows you to
turn dials and scroll through timelines – this interactivity heightens user interest as
he/she experiments with different data visualization options. While the metrics may
be complicated for many, the interactivity engages them and ensures a longer
attention span than would be devoted to a more stagnant medium (like eBay’s DSE.)
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Thesis Adviser: Professor Byron Reeves
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FUNergy: Making Energy Saving Fun
The FUNergy energy conservation game is targeted specifically to children.
Its high degree of interactivity and animation speaks directly to its younger
audience. The particular game “Lolly vs. Energy Monkeys” encourages the child to
learn energy conservation practices by setting him at odds with energy monkeys
trying to steal energy from his home.
Functional Lens:
The protagonist of the game (Lolly) enlists the help of the user by producing
on-‐screen captions such as “The Energy monkeys are in my kitchen, living room, and
bedroom. We must stop all the wastage so they can’t recharge their battery.”
(“Battery” refers to the space ship battery the energy monkeys used to land on
Earth.) The game then transfers to a kitchen scene with lights and appliances turned
on, water running, and refrigerator doors ajar. Each item that the user successfully
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Thesis Adviser: Professor Byron Reeves
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turns off produces a fact pop-‐up window that displays positive reinforcement
information. For example, a grinning face accompanies the caption: “The fridge
doors were open which meant that the fridge was having to work extra hard to keep
things cool” when the user closes the fridge. If the player does not identify the
elements wasting energy within a certain amount of time, the monkeys pop up in
the window claiming their victory and that they have succeeded in taking all of the
energy they need from the home.
Another element of the FUNergy game is that the user can challenge the
monkeys in a trivia game show in which energy conservation knowledge is tested.
An example of one such trivia question is: “A low energy lamp costs less to run than
an ordinary light bulb. True or false?” Positive reinforcement for correct answers is
communicated through a clapping virtual audience within the game show.
The aesthetic of the FUNergy online game is entirely designed to engage
children. The color scheme inside the house comprises very bright, primary colors.
The characters within the game are caricatures and have extremely exaggerated,
animated expressions. Additionally, the wording within the game is not concerned
with real world parallels or consequences. For example, by phrasing the importance
of energy conservation in terms of malicious, extraterrestrial monkeys, the
designers of FUNergy acknowledge the cognitive limitations of their younger
audience. A storyline based on dollars saved or watts saved would not resonate with
an 8 year old (but would be more appropriate for an adult.)
Nancy Phelps Department: Communication Media Studies
Thesis Adviser: Professor Byron Reeves
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Psychological Lens:
The key part of this online game is its liberal use of language. Language is the
fundamental, essential, and most basic manifestation of interactivity because it
encourages two-‐way communication. Language helps people relate to others, both
real and virtual. Expressions and words establish a way for one to resonate with
another. Therefore, in order to encourage active engagement and involvement in
FUNergy, designers leverage the most simple and fundamental technique possible:
liberal incorporation of language between the virtual characters and the user.
Because the user is young, it is easy to influence their highly malleable minds: by
using simple language and then letting the child’s natural want to engage with
another communicating entity, the designers of FUNergy create a highly engaging
game based on a very simple premise.
Byron Reeves and J. Leighton Read provide support for this simple
narrative’s role in increasing overall user engagement and game effectiveness.
“Stories have several important psychological advantages that help keep people
engaged…stories are primitively important to thinking, emotional experience, and
social expertise…the most engaging journalism tells a story. You can’t just present
the facts.” (Reeves and Leighton) Similarly, players in a story/narrative based game
“understand why they’re doing something…as well as being eager to find out how
what they do will affect what happens next.” The emphasis placed on stories being a
“primitive” mode of engagement further supports using it as a primary FUNergy
engagement technique considering its youthful audience.
Nancy Phelps Department: Communication Media Studies
Thesis Adviser: Professor Byron Reeves
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Reeves goes on to say: “psychological responses to stories are
primitive,…uncertainty…creates excitement and tension that sustains player
involvement.” (Reeves and Leighton) This is directly applicable to why FUNergy
designers incorporated a conflict based narrative. The uncertainty about whether a
user will triumph over the energy consuming monkeys sustains their involvement in
the game. This is turn increases the likelihood that the user will remember the
energy saving techniques taught within the game: “stories influence memory; that is,
it’s easier to remember information when it’s presented in a narrative format that
when it’s merely stacked, one fact on another.” (Reeves and Leighton)
Similar Platforms:
Several games mimic FUNergy in both form and function. “Energy Hogs” by
the Alliance to Save Energy and “The Energy Elf” by the US Department of Energy
both involve narratives similar to FUNergy albeit with different energy antagonists
(hogs and elves respectively.)
Nancy Phelps Department: Communication Media Studies
Thesis Adviser: Professor Byron Reeves
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Synthesis and Discussion:
Current online platforms encouraging energy conservation appear to fall in
three major categories: interactive games for adults (PowerHouse), interactive
games for children (FUNergy), and dashboards (eBay DSE). This product review has
shown that interactivity, competition, and socialization are all techniques positively
associated with long-‐term energy use behavior change. Fostering an online
community within a game or between the user and the virtual players encourages
investment in the game’s outcome and players therefore become more committed to
playing on a regular basis. This regularity is key in ensuring that the games’ energy-‐
related teachings are impactful and not ephemeral.
Online games help to place energy conservation within the context of an
individual’s day-‐to-‐day life. This translates energy concepts from its intangible,
abstract, complicated form into more easily accessible, simple language. When a
user can physically see how energy conservation is involved in his daily life within
his home, it becomes highly relevant and salient.
Nancy Phelps Department: Communication Media Studies
Thesis Adviser: Professor Byron Reeves
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Bibliography
eBay. (2013, March). Digital Service Efficiency Solution Brief.
http://dse.ebay.com/sites/default/files/eBay-‐DSE-‐130305.pdf.
Griffen, E. (2012). A First Look at Communication Theory 8th Edition. NY, New York:
McGraw-‐Hill. 207.
John, Jeff St. (2012, Jan 12). “Simple Energy: The Facebook of Energy Savings?”
http://www.greentechmedia.com/articles/read/simple-‐energy-‐the-‐
facebook-‐of-‐energy-‐saving.
Nass, C. and Brave S. (2002). “Emotion in Human-‐Computer Interaction.” In Jacko, J.
and Sears, A. Handbook of Human Computer Interaction (pp. 82-‐93). New
York. Lawrence Erlbaum Associates. 2002.
Reeves, B. and Read, J. Leighton. “Games at Work: How games and virtual worlds are
changing the way people work and businesses compete.” Harvard Business
Press.
Reeves, B and Voelker, D. (2011). “Communication 172 Games Spring 2011.”
Lecture. Slide Presentation.