Online&Games&and&Behavior&Change:& · NancyPhelps& &Department:&CommunicationMediaStudies&...

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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

Transcript of Online&Games&and&Behavior&Change:& · NancyPhelps& &Department:&CommunicationMediaStudies&...

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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

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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  

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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  2  

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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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  3  

 

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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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  4  

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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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  5  

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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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  6  

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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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  7  

  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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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  8  

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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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  9  

 

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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Nancy  Phelps    Department:  Communication  Media  Studies  

Thesis  Adviser:  Professor  Byron  Reeves  

  10  

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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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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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.)  

 

 

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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.    

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Thesis  Adviser:  Professor  Byron  Reeves  

  17  

  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.)  

 

 

 

 

 

 

 

 

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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.      

 

 

 

 

 

 

 

 

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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.