In Amsterdam, at the Smart Building Conference 2018, the final results of the EU-funded TRIBE Project will be announced.
And it promises to be fun.
Fun? TRIBE Project will release the result from their years of work. Part of the fruit from the TRIBE research project is an educational videogame designed to improve energy efficiency in public buildings by changing the energy behaviour of its users.
Their project started three years ago with the tough question: What’s the toughest challenge facing any building?
You’d be mostly right if you thought saving energy is the Number One challenge for buildings.
But really the toughest challenge of all is getting the users of the building to take on a more responsible behaviour towards energy (without, of course, compromising their thermal comfort or well-being).
And that’s the challenge the TRIBE Project took on.
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.
The project brought together institutions and companies from five different European countries:
CIRCE Foundation (Spain), Acciona Infraestructuras (Spain), Sociedad Municipal Zaragoza Vivienda S.L.U. (Spain), Özyeğin University (Turkey), University of Graz (Austria), RISE Interactive Institute (Sweden) and Deloitte (France).
And these very serious partners set about to develop an educational videogame based on real science, a science that along the way had them exploring the taxonomy of user profiles and developing a guide containing 250 energy efficiency measures and creating a set of tools to help public administrations improve energy management in their buildings.
The videogame itself, also known as TRIBE, encourages and educates players to boost energy efficiency in buildings by gamification. 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.
The game runs on real data: a 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.
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. Once you play the game, you become more aware of energy and how your actions have direct impact. The videogame is already available free (for both Android and Apple devices) for everyone who wants to learn by enjoying the energy efficiency.
Finally, for the owners and managers of public buildings, a “TRIBE Pack” is developed consisting of a set of the following tools: energy audit and diagnosis, virtual pilot design, ICT deployment plan, funding scheme and user engagement campaign. This pack will enable such owners and managers to develop in their buildings the solutions implemented in the project. And in Amsterdam at SBC 2018, the TRIBE Project will hold a public meeting to share the full extent of their exploration of user profiles, their conclusions from real building data, their understanding of the 250 energy actions in buildings, and their free tools to help public administrations improve energy management in their buildings.