Topic Resources

Tools Used
Initiated By

EDF Energy

Partners
  • ADVANTICSYS
  • CISTER
  • DCH Group
  • European Union’s HORIZON2020
  • FremenCorp
  • Universitat Politècnica de Catalunya
  • University of Plymouth

Energy Cat Game (Copy 2)

The Energy Cat computer game was piloted with social housing residents in Plymouth, United Kingdom, to motivate and help them learn about affordable, energy-saving steps they could take in their homes. The game provided an average electricity saving of 3.46% and an average gas saving of 7.48%. This is a PARTIAL DUPLICATE listing of this case study because of a technical issue with the first copy. 

Background

Note: To minimize site maintenance costs, all case studies on this site are written in the past tense, even if they are ongoing as is the case with this particular program.

The main program intervention was a computer game that motivated and helped participants to learn about affordable energy-saving steps they could take in their social housing homes.

The Energy Cat game was first developed through an EnerGAware project funded in 2015 by the European Union, as part of a larger EU-wide plan named HORIZON2020. The primary proponent was EDF Energy, an integrated energy company that with operations spanning electricity generation and the sale of natural gas and electricity to homes and businesses throughout the United Kingdom. EDF Energy wanted to create a stronger relationship with its customers and to empower them to gain more control over their energy use.

EDF Energy R&D UK worked with six international partners: Universitat Politècnica de Catalunya, CISTER, University of Plymouth, ADVANTICSYS, FremenCorp and DCH Group.

TO READ THE FULL CASE STUDY GO TO https://toolsofchange.com/en/case-studies/detail/736

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