Switching off lights, controlling ventilation, acquiring more efficient electric devices and using renewable energy sources are just some of the 250+ measures that TRIBE players will learn to apply in their buildings to reduce energy consumption.
TRIBE is an educational videogame that encourages players to boost energy efficiency in buildings by influencing user behaviour. The ultimate goal of the initiative is to drive a change in the player’s energy habits by promoting a more rational use of energy, electricity and water.
TRIBE stemmed from the research project Training Behaviours Towards Energy Efficiency, which is financed by the European Commission under the Horizon 2020 programme and coordinated by the CIRCE research centre. As well as the game, the project developed a guide containing 250 energy efficiency measures and a set of tools to help public administrations improve energy management in their buildings.
The videogame can now be downloaded free for both Android and Apple devices. Full information on the game is available on the website www.tribe2020.eu and on social networks.
The mission for players will be to lower the amount of energy a building consumes and its associated CO2 emissions using a series of methods. They will be able to control all of the building’s consumption outputs, including lighting, heating and ventilation, which they can turn on or off at will, or replace with more efficient systems. There will also be a list of 250 energy efficiency measures for them to apply in their buildings.
But to achieve that mission, they will have to overcome the toughest challenge of all: getting the users of the building to take on a more responsible behaviour towards energy, without compromising their thermal comfort or well-being.
Players get to see the impact of every action they take, both on the mood of the building’s users and on their budget. After all, saving energy means saving money. As users become more efficient, players will be able to access new systems, energy saving methods, buildings and more.
One of the most noteworthy aspects of the game is that it runs on real data. The simulation engine is fed by real information gathered from five pilot buildings that the project is using as demonstrators: two office buildings, a school, a university and a housing block. Thanks to a comprehensive monitoring campaign using ICT tools and psycho-social studies, the user profile was defined for each building, as well as the impact that the different energy efficiency measures would have in each one.
With this, the videogame intends to raise awareness about the importance of using energy efficiently by showing players that their own everyday actions can affect a building’s energy behaviour and that it is up to all of us to do more for the environment.