Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment
Abstract
:1. Introduction
- Incorporating advanced behavioral change models by contextualizing the intervention in the process of behavioral change, including precontemplation, contemplation, preparation, action, and maintenance steps.
- Adopting a comprehensive approach to address various aspects of DSM, through establishing interactive feedback loops between operators and users.
- Increasing sample sizes and study durations to enhance the applicability of research outcomes.
2. Objectives and Applications of Serious Energy Games
- Education-oriented serious games: games that focus on energy consumption aim to raise awareness and shape behavior by utilizing game technology and design principles. These games provide virtual experiences and data related to energy conservation, using simplified real-life complexities and offering immersive learning environments to develop critical thinking and motivation. However, transferring of knowledge from these games to real life may pose challenges.
- Simulation-oriented serious games: games that aim to guide users in reducing energy consumption and exploring renewable energy options. These games utilize real-life energy data and encourage energy-related discussions. Compared with education-oriented serious games, these games connect gameplay to real-life behaviors by suggesting home-specific efficiency improvements, reducing the gap between the virtual world and reality. However, in these games, the collected data are condensed rather than detailed, and calculations are not automatically calibrated.
- Application-oriented serious games: games that utilize real or real-time data to provide engaging and practical experiences for users in various domains. These games go beyond entertainment, serving as effective training, learning, and problem-solving tools. By incorporating real-world data, users can immerse themselves in simulated environments that closely resemble their field’s challenges, enhancing their knowledge and abilities. These games offer a dynamic and authentic learning experience, bridging the gap between theory and practice.
References | Project Name (Acronym) | Type of Game | Duration of Gameplay | Medium(s) of Feedback | Target Group Types | Study Area | Study Region |
---|---|---|---|---|---|---|---|
[51,52] | EnerGAware (Energy Cat) | Application-oriented | 24 months | Application | Social tenants | House | UK |
[45] | Gamified HMI | Application-oriented | N/A | HMI | Students and professors | University campus | Mexico |
[53,54,55] | enCOMPASS | Application-oriented | 12 months | Mobile application | Households, school classes, office employees | House School Public buildings | Germany, Greece, Switzerland |
[56,57,58] | Powersaver Game | Application-oriented | least five weeks | Web-based application | Households | House | Netherlands |
[24] | We Energy Game | Simulation oriented | Less than 30 min | Web-based application | Energy cooperative members business, municipality representatives, students | Virtual city | Netherlands |
[59] | EnergyElastics | Application-oriented | N/A | Mobile application | Households | House | USA |
[60] | HotCity | Education-oriented | Unlimited | Mobile application | Individuals | City | Austria (Vienna and Graz) |
[61,62,63] | Social Mpower | Simulation-oriented | 30 min | Mobile application | Households | Virtual house | N/A |
[64] | Energy Piggy Bank | Application-oriented | One week | Mobile application | Households | House | Sweden |
[65] | Power House | Application-oriented | Unlimited | Mobile application | Households | House | USA |
[50] | EnergyLife | Application-oriented | Three months | Web application adapted for touch screen-enabled mobile devices. | Households | House | Northern and Southern Europe (Finland and Italy) |
[47] | Smarter household | Application-oriented | N/A | Mobile application | Social housing | House | UK |
[66] | Social Power | Application-oriented | 18 months (3 months pre-intervention, 3 months intervention, 12 months post-intervention) | Mobile application | Households | House | Switzerland |
2.1. User Engagement and Information
- Simple information: this includes basic details about energy usage, such as current energy consumption levels or historical data.
- Conjunctive information: this type of information compares the consumer’s energy usage with that of similar households or benchmarks, allowing for better understanding and context.
- Tips/Advice: information in the form of tips and advice can help consumers identify specific actions to reduce their energy consumption and make more sustainable choices.
- Forecast information: forecasting provides consumers with insights into future energy demand and prices, enabling them to plan their energy usage more efficiently.
- Demand response (DR) and statistics: this type of information involves sharing grid and/or market data such as the system balancing status, peak demand periods, pricing structures, and other statistical information related to energy consumption.
- Level 1: visualization of energy consumption to improve end-user understanding.
- Level 2: delivery of energy-related knowledge to the end-users.
- Level 3: delivery of energy-related knowledge with a feedback mechanism to prompt behavior change.
- Level 4: enhanced engagement and behavior change through multiplayer interactions or involving the end-users family and friends via social media.
2.2. Demand Side Management
2.2.1. Energy Efficiency
2.2.2. Photovoltaic Self-Consumption
2.2.3. Demand Response
- Educating users about commercial offerings, including DR programs and self-consumption schemes.
- Raising awareness about energy usage through advanced metering infrastructure and consumer interfaces.
- Driving adoption of smart grid technologies and smart appliances.
- Encouraging active participation in DR programs and self-consumption schemes through incentives.
- Influencing behavioral changes measured by key performance indicators.
2.3. Social Connection
Collaboration and Competition
2.4. Personalization
- Engagement: If the difficulty of a serious game is balanced with the users’ abilities, they are more likely to remain engaged. When the game is too easy, it can result in boredom, and the users may lose interest. On the other hand, if the game is too hard, it can lead to anxiety and frustration, which also decreases engagement.
- Learning outcomes: The level of challenges directly influences the learning outcomes. An optimal difficulty level in a game encourages deep learning and fosters intrinsic motivation. It creates a more rewarding experience for the users, increasing the chances of returning to the game and absorbing more knowledge about energy management and savings.
- Usability: Balancing game difficulty can also enhance the usability of a serious game. If the users perceive a game to be within their skill level, they are more likely to understand and utilize the game mechanics. This perception of competency enhances the user experience and makes the game more accessible and enjoyable [130].
- User experience: Overall, ensuring the right level of difficulty contributes to a positive user experience. A game that is appropriately challenging enhances satisfaction, promotes longer play times, and can increase the desire to play again. All of this contributes to a more enjoyable and effective serious game. By ensuring that “flow” (optimal play state) is achieved, a significant contribution can be made towards mitigating user participant attrition and fostering sustained long-term engagement in the game.
Categorizations | References | Types | Description |
---|---|---|---|
Player type [86] | [64,134,135,136,137] | Achievers | This group of players prioritizes the accumulation of points and the advancement through levels as their primary objective in the game. Their focus lies in achieving tangible progress and measurable success. |
Explorers | Explorers are driven by a deep curiosity to unravel and comprehend the intricate mechanics underlying the game. The true enjoyment for them arises from the discovery process, as they strive to uncover hidden aspects and delve into the game’s intricacies. | ||
Socializers | Socializers place a high emphasis on social interaction and forming connections with other players. They view the game as a platform that facilitates social engagement and serves as a shared space where meaningful interactions and experiences occur. | ||
Killers | The killer archetype finds pleasure in dominating and controlling others within the game. They derive satisfaction from creating disruptions and causing distress to fellow players. The extent of their enjoyment often correlates with the magnitude of chaos they can generate within the game environment. | ||
Energy end-user segments [132] | [119,132,137,138] | Green advocate | The most positive overall energy savings, strongest positive environmental sentiments, and interest in new technologies. |
Traditionalist cost-focused | Extensive overall energy-saving behavior motivated by cost savings, limited interest in new technologies or new service programs. | ||
Home focused | Concerned about saving energy, more interested in home improvement efforts, and driven by an interest in new technologies and cost savings. | ||
Non-green selective | Selective energy savings behavior with a focus on set-and-forget inventions, not concerned about environmental considerations. | ||
Disengaged | Less motivated by saving money through energy savings, not concerned about environmental considerations, not interested in new technologies. | ||
Personality traits | [119,137,139,140] | Openness | These individuals appreciate divergent thinking. They have new social, ethical, and political ideas, behaviors, and values. |
Conscientiousness | They are self-disciplined, competitive, dutiful, and responsible. They have a rational, purposeful, strong-willed attitude. | ||
Extraversion | They are energized by social interactions and exciting and diverse activities. | ||
Agreeableness | These individuals are altruistic, modest, and have a cooperative nature. They have a sympathetic and tolerant attitude to others. | ||
Neuroticism | Tend to experience negative emotions such as fear and sadness. | ||
Energy target groups [133] | [119,139,140,141] | Early adopter | Enthusiastic about new technologies, actively participates in online social communities, and lacks awareness or interest in energy conservation. |
Cost-oriented | Focus on cost-oriented behaviors and try to adopt a sustainable lifestyle. | ||
Energy-conscious | Attempt to lead a sustainable lifestyle and be energy-aware. |
3. Data Integration
3.1. Data Collection and Analysis
3.1.1. Smart Meters
3.1.2. Smart Thermostats
4. Performance Assessment
5. Conclusions and Future Directions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
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References | Project Name (Acronym) | Energy Application | Energy Carrier | Scale | Social Connection | Personalization Method | Targets | Outcome |
---|---|---|---|---|---|---|---|---|
[51,52] | EnerGAware (Energy Cat) | Energy efficiency, demand response | Electricity, gas | End-user | No | Implementing an iterative process, wherein the game requirements were identified based on feedback received from potential users during a series of gameplay scenario focus groups. | Achieving significant energy consumption and emissions reduction, upgrading electric appliances (i.e., changing energy-guzzling boilers for more energy-efficient models), improving the building’s thermal performance by modifying external walls, roof, and windows, and changing the behavior of the humans living in the house with energy-efficient actions such as closing the windows while the house is being heated, using the shower for a shorter time, and turning the light off when a room is unoccupied. | The electricity-saving intervention resulted in a significant energy reduction of 3.46%, in contrast to the control group’s average increase in electricity consumption by 1.68%, and houses in the experimental group used less gas during the reporting period in relation to the baseline period (2.73%). As expected, this saving was even greater in the experimental subgroup (7.48%). In contrast, houses in the control group used slightly more gas during the reporting period than in the baseline period (1.15%). The intervention did not reduce the average home electricity peak demand and average power demand at the network peak period. |
[45] | Gamified HMI | Energy efficiency | Electricity (cooling) | Building, community, campus | Individuals can interact with others and visualize the winning building, promoting competitions to motivate each team to reduce energy consumption. | Applying eight-core gamification drives, their associated personality traits, and game elements. Using a predeveloped database with personality traits per country, gender, and age. | Exploring the energy effects of utilizing distinct cooling settings on thermostats in classrooms. Make the students aware of the significance of effectively managing the cooling set point. Analyzing six scenarios (by increasing the cooling setpoint starting from 22 °C and increasing 0.5 °C for each research scenario, ending with 24.5 °C) to investigate the energy impacts of using various cooling values on thermostats during classes. | Changing the thermostat setpoint from 22 °C to 24.5 °C resulted in a 50% savings in energy consumption. The recommended cooling setpoint for a classroom is 22 °C or higher. Collaboration promotes social interaction, strengthens relationships, and improves skills. |
[53,54,55] | enCOMPASS | Energy efficiency | Electricity | End-user, building | No | The recommender system generates personalized recommendations that are adapted to the user’s current context and activity based on inputs from both the sensor and consumption data. Applying the Transtheoretical Model (TTM) of behavioral change. | Long-lasting energy efficient behaviors to produce energy consumption reduction. Encouraging individuals and groups to respond in specific ways to energy conservation policies. | The preliminary findings show that residential consumers achieved a reduction in consumption, ranging from 10% to 12%, compared to the control group. |
[56,57,58] | Powersaver Game | Energy efficiency | Electricity, gas | End-user | No | Customized avatars | Influence household energy consumption. | After the intervention, the test group exhibited a 21.4% reduction in energy consumption compared to their pre-intervention usage. In contrast, the control group showed a 12.2% increase in energy consumption. The mean knowledge score increased from 4.27 to 5.8 points. There was no significant difference observed in engagement levels. |
[24] | We Energy Game | Energy supply | Electricity | City/town | Users work together to design a town with a sustainable energy supply, ensuring adequate production, meeting the needs of people, the planet, financial viability, and maintaining a well-balanced energy supply. | No | Creating awareness about the difficulties of supplying renewable energy to a town or city by aiming for the creation of an ideal sustainable energy mix in a simulation game. Examining communicational and educational aspects of the game. Revealing the players’ perspective following their gameplay experience. | The game was both enjoyable and educational for players. They enjoyed making decisions and working collaboratively. Almost all of the students reported feeling more knowledgeable and conscious about the energy transition. The game helped students explore the challenges of providing affordable renewable energy to a whole town or city. |
[59] | EnergyElastics | Energy efficiency Demand response | Electricity | End-user | Users can create a social network and invite their friends to join their social network. | Implementing a feedback system in which the adoption of energy-saving advice by each user is monitored and reflected in the application. | Motivating users intrinsically to reduce energy consumption that can lead to long-term engagement. Incentivizing behavioral changes by implementing energy pricing strategies and analyzing the disparity in carbon dioxide emissions resulting from energy usage during peak versus non-peak hours. | N/A |
[60] | HotCity | Energy efficiency (identifying waste heat sources) | Heating | End-user | No | No | Providing users with the ability to spatially report and evaluate sources of waste heat in the city. Visualizing the potential sources of waste heat that were reported through an interactive process assessing the economic viability of utilizing these waste heat sources. | The 31 users identified approximately 230 spots with waste heat potential. The developed tool appears to be an excellent starting point for experts to filter the most promising waste heat locations and estimate their potential. |
[61,62,63] | Social Mpower | Energy efficiency Demand response | Electricity | End-user | Players can communicate with each other through a chat feature accessible on the game interface. | The game is designed with a feature named “build” in which the players can personalize their house environment and customizable avatars. | Enabling participants to observe weather changes and understand the use of renewable energy. Social networking empowers users to create collective awareness and collective action in decentralized community energy systems. | The rate of successful collective action increases in tandem with the rise in the number of features aimed at enhancing collective attention. |
[64] | Energy Piggy Bank | Energy efficiency | Electricity | End-user | No | Categorizing users in the game using the Bartle Player Type Taxonomy [86]. | Decreasing household energy consumption by facilitating and encouraging users to adopt new energy-saving habits (28 activities were included in the game). | Among the 39 engineering students who participated in the game, their level of interest in performing the activities varied. The breakdown is as follows: For three activities, including turning off lights when leaving a room, disconnecting chargers when not in use, and using a lid when boiling water, over 50% of the participants expressed interest in performing these activities. For seven activities, approximately 40% to 50% of the participants indicated their interest in performing them. Around 30% to 40% of the participants expressed interest in eight activities. Lastly, for ten activities, less than 30% of the participants showed interest in performing them. |
[65] | Power House | Energy efficiency | Electricity | End-user | Players have the option to observe their virtual neighborhood, where they can see the virtual houses and achievements of their friends within their social network. | Customized avatars | Connecting smart meters to a gaming platform grounded in real-world social networks, allowing players to track their energy use. | N/A |
[50] | EnergyLife | Energy efficiency | Electricity | End-user | No | The application customizes the tips provided based on the consumption data collected by the sensors. | Increasing consumers’ awareness about energy conservation and providing consumption feedback through long-term engagement strategies. | Users found the application useful for managing electricity consumption, increasing awareness, and changing consumption habits. Users became aware of the consequences of seemingly insignificant habits, such as leaving devices on standby or using the TV as background noise. The game motivated users to actively pursue better habits and observe the effects of their actions. Users developed a routine of regularly checking for updated quizzes and tips and actively engaging with the application to stay informed. |
[47] | Smarter household | Energy efficiency (energy use habits) | Electricity Gas | End-user | No | Personalized feedback based on the energy consumption of each user. | Enhancing householders’ awareness of their energy consumption patterns. Analyzing the relationship between daily routines, behaviors, appliances energy consumption, and indoor environmental conditions. | Daily actions and choices have a direct impact on our electricity consumption. Activities such as cooking, cleaning, and personal care can influence the condition of our indoor environment. Temperature, humidity, and air quality are affected by these daily activities. Imbalances in these factors can result in discomfort and negative health consequences. |
[66] | Social Power | Energy efficiency (50 electricity-saving related challenges), energy efficiency of appliances, and load shifting | Electricity | End-user | Yes (collaboration and competition) | Personalized feedback | Encouraging social interaction (collaboration and competition) and fostering behavioral changes to promote household-level electricity conservation. | The collaborative game approach resulted in higher energy savings, with an average of 42.2 kWh, compared to the control group, where energy usage increased during the game period. The competitive game also led to significant energy savings, with an average of 28 kWh, compared to the control group. Neither of the competitive teams reached the 10% electricity savings target. There was no significant difference in electricity savings between the collaborative and competitive groups. Low community cohesion was observed within the game, despite its intended focus on promoting community engagement. |
References | Project Name (Acronym) | Participation of Users | Data Collection Tools | Measured Variables | Data Collection Method and Data Analysis | Performance Assessment |
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[51,52] | EnerGAware (Energy Cat) | The social housing survey was sent by post to 2772 social houses; 137 confirmed they wanted to take part in the monitoring stage, from which 88 monitoring systems were deployed; half of them were in the experimental group and half in the control group. Reminders were sent out to encourage households to complete and return the survey. | Energy metering sensors, an optical pulse reader, and a standard wireless M-Bus pulse counter were attached to the existing electricity meters. A data concentrator collected monitoring data and periodically sent it to a remote data server. | Energy consumption, energy consumption behavior and energy awareness, peak demand, social media activity and energy knowledge sharing, IT literacy, socio-economic status and health, energy price, perceived physical comfort, usability and usefulness, and game interaction. | Pilot households’ gaming experience data, available from the game server. Energy consumption data were collected by the energy monitoring system installed in the pilot homes. Local weather data, available from an automatic web weather service, was used to analyze the weather impact on the energy consumption profile. A baseline survey to all pilot homes asking about energy consumption behavior, energy awareness, IT literacy, and self-reported manual meter readings to cross-check automatic readings. | The energy consumed by a house in one week is compared to the energy consumed the same week the year before. Three months after the implementation of the game, the same survey was sent again to all pilot homes, with questions to collect feedback on the game from houses in the experimental group. Face-to-face interviews were held with the tenants to gather detailed feedback on the game. |
[45] | Gamified HMI | N/A | Thermostats located on the university campus. | Weather data, construction materials of buildings, classroom schedule and loads, setpoint and setback for cooling and heating, building location and orientation, and personality traits. | From the user’s interaction with the interface, their game feature preferences and personality traits are determined, the thermostat setpoints data are collected to be used in a two-layer feed-forward artificial neural network decision-making system, which was modeled to predict the electricity requirement for cooling each building. | Energy consumption is compared before and after adjusting the thermostat setpoint. |
[53,54,55] | enCOMPASS | The enCOMPASS platform was implemented in three pilot sites in Switzerland, Germany, and Greece, with approximately 100 participating households in each pilot. Additionally, each pilot includes at least one public building and one school. | Electricity meters, sensors installed at the user’s premises, and user’s actions on the gamified application. | Energy consumption from smart electricity meters and smart plugs at the individual appliance level. Sensor data, including the presence, temperature, luminance, and humidity at the user’s premises. Psychographic variables from mobile apps (e.g., household composition and existing appliances) and results of instant polls (e.g., quick feedback on comfort conditions). | The sensor data stream is exploited by an activity tracker subsystem, which infers the current activity of the user in the building; the consumption data stream is exploited by a disaggregator, which estimates the partition of the total metered consumption into end uses (e.g., water heating, specific appliances, etc.). Algorithms for extracting activity data from sensor measurements and app data, profiling different types of user behavior, inferring activity context, and predicting reactions to stimuli (e.g., energy-saving tips). | Comparing the changes in energy consumption with the control group. |
[24] | We Energy Game | A group conversation was arranged for 15 students, ranging in age from 21 to 33. The researchers presented the game to the students and then assigned them to play in groups of five for 40 min. After the game’s completion, the students engaged in a 15-min group discussion. | Survey. | Users’ attitude towards their engagement in the game, interest in learning more about energy transition, and willingness to their energy-saving behavior. | N/A | After playing the game, the users’ attitudes were examined through a survey. |
[59] | EnergyElastics | N/A | Smart meter, mobile application. | Energy consumption, application use data. | Saved energy within a specific time, users’ reaction to energy-saving feedback, CO2 production, information on the performance of each user’s social network. | N/A |
[60] | HotCity | N/A | Mobile application, survey. | Waste heat sources in the city. Usability and acceptance of the app. The functionality of the app for identifying waste heat sources. Participant location using GPS data. | After a 2–3 week test phase, an online survey was administered to all participants to collect feedback on their experience using the application. The waste heat experts reviewed the images and input data submitted by the testers in the application to verify the waste heat potential. | The participants were asked to complete a questionnaire to provide feedback on various aspects of the application, such as its usability, security features, integration of game elements, and overall structure. Waste heat experts evaluated the participants’ performance to ensure correctly classified waste heat sources based on the tutorial and GPS position. |
[64] | Energy Piggy Bank | The study involved 39 engineering students who were required to participate in a course. One participant opted out, and five did not complete the assigned tasks, resulting in a total of 33 students who completed the study according to the prescribed requirements. | Survey, mobile application. | Type of player using the Bartle test. Activity opportunity of each user (e.g., one task in the application involved fixing a leaking toilet. However, this task was only relevant for users who had a leaking toilet in their household). Level of motivation and engagement, self-estimated behavior change, and activity performance. | Various questionnaires were utilized at different stages of the study. | After the trial period, participants were asked to complete a questionnaire to estimate their anticipated future behavioral changes. They were presented with a list of activities featured in the application. |
[65] | Power House | N/A | Smart energy meter, mobile application. | Energy consumption, application use data. | The application’s dashboard offers users a comprehensive view of their energy consumption (i.e., a graph for displaying the energy consumption of the last 24 h, the possibility for comparison with previous days, detailed summary of their in-game status). Chat forum for users to engage with each other by making comments or answering questions posed by the player community. | Pre- and post-test survey. |
[50] | EnergyLife | The study involved 24 participants (11 men, 13 women) with an average age of 34.87. Field tests were conducted in Finland and Italy, with four households per country participating. The selected households were urban dwellers owning their homes, chosen for their high saving potential and representation in both regions. None of the households included project members. | Sensors installed for specific appliances (i.e., washing machine, PC, TV, microwave, refrigerator, and two other devices of the participants’ choice), survey, and visit with participants. | Real-time electricity consumption of the appliances, access to the application, and satisfaction and experience of users with the application. | Wireless sensors were used to measure the energy consumption of appliances by inserting them between the plugs and sockets. The collected data were transmitted to a base station within the house and then sent to a cloud service. The cloud service communicated with smartphones running the application, | The general acceptance and usability of the application were evaluated using a questionnaire. Player’s awareness. |
[47] | Smarter household | The trial comprised 19 households from different towns in the UK, representing various housing types. Most participants were categorized as low-income earners, including the unemployed and retirees. A social housing provider contacted the target group through emails and text messages. Interested households were then invited to complete an expression of interest form to participate in the research. | Smart energy meter, Sensors for monitoring the indoor condition in the lounge and kitchen areas. | Real-time energy consumption, estimated energy cost, indoor humidity, indoor temperature, and CO2 level. Semi-structured interviews and activity diaries are being employed to collect qualitative data. Participants’ engagement with the dashboard and serious game. | The unprocessed data were stored in a remote database. Following that, it undergoes a thorough cleansing, analysis, and visualization process, all to foster user awareness. The participants’ daily activities (e.g., sleeping, walking, and daytime activities) were identified, and their correlation to the activities’ energy consumption and indoor environmental conditions was analyzed. | N/A |
[66] | Social Power | The study was conducted in two cities where 120 households were initially targeted. However, 108 households participated in the experiment. Control groups were included as benchmarks, consisting of 30 households in each city selected anonymously, to compare electricity consumption during the same time period as the experimental group that received the intervention. Participants were divided into two game environments: collaboration and competition. In the collaboration game, users from the same city worked together to reach a 10% electricity-saving target. Meanwhile, the competition game involved a competition between the two cities, aiming to achieve the highest level of electricity saving. | Smart energy meter, mobile application. | Approximately real-time hourly energy consumption. Application use data. | The electricity use feedback is presented in the application’s dashboard, The hourly and weekly comparison of energy consumption with historical consumption was provided for the users. The competitive interface provided a thorough comparison of savings progress, points earned, and the number of challenge activities completed between the two cities. The collaborative interface provided the individual household’s savings progress concerning their team’s performance and a visual representation of their proximity to milestone targets. | To establish comparable conditions, the control groups were carefully constructed using a stratified sampling approach to ensure a similar distribution of household types (such as single individuals versus families, apartments versus houses) as the participating teams. The electricity-saving progress of the participating households was analyzed by tracking their electricity consumption patterns before, during, and after the intervention period to compare the outcomes based on the specific treatment received. |
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Nasrollahi, H.; Lampropoulos, I.; Werning, S.; Belinskiy, A.; Fijnheer, J.D.; Veltkamp, R.C.; van Sark, W. Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment. Energies 2023, 16, 6948. https://doi.org/10.3390/en16196948
Nasrollahi H, Lampropoulos I, Werning S, Belinskiy A, Fijnheer JD, Veltkamp RC, van Sark W. Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment. Energies. 2023; 16(19):6948. https://doi.org/10.3390/en16196948
Chicago/Turabian StyleNasrollahi, Hossein, Ioannis Lampropoulos, Stefan Werning, Anton Belinskiy, Jan Dirk Fijnheer, Remco C. Veltkamp, and Wilfried van Sark. 2023. "Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment" Energies 16, no. 19: 6948. https://doi.org/10.3390/en16196948
APA StyleNasrollahi, H., Lampropoulos, I., Werning, S., Belinskiy, A., Fijnheer, J. D., Veltkamp, R. C., & van Sark, W. (2023). Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment. Energies, 16(19), 6948. https://doi.org/10.3390/en16196948