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Green My Place!
         A ”serious game”
    MSO/MMO-concept to
   demonstrate behaviour
 transformation in energy
               awareness

CKIR-HSE, Mahtava Development Oy
                            V0.7
CHAPTER I
   Meta-game instantiation: snapshot
Green My Building!
   A Game Concept aimed at achieving behaviour
    transformation through energy awareness.

   Multiplayer game played with a www-browser in 5
    different building locations during ~1 year.

   Players play simple, fast eco-action based games to win
    tools/trophys to upgrade their Pilot Building and make it
    the best among the 5 buildings.
The Story
Europe is in danger! Dr. Waste has Europe in his grip, keeping people in the dark
  about smart energy-use. While people are forced to use huge amounts of
  unnecessary, unclean energy, Dr. Waste burns oil and coal and cuts down forests
  to feed his profits. This is going to cause big environmental problems...

You want it better! By saving energy within the whole EU area, Dr. Waste can be
  defeated. Take back the money from wasted energy and invest it into greening
  up the place! Sustainable energy, like water, solar and wind power, plus efficient
  behaviour will make Dr. Waste a thing of the past.

You and your friends in Luleå, Manchester, Helsinki, Lisboa and Leiden
  have a common goal: Greener Europe. Fight for it and make the Europe a
  more beautiful, sustainable place. And remember: if you are the most effective
  one, you and your country will be counted as leaders in the fight to go green.
How it integrates to real life?
 Real world energy saving has an effect in the game
 The game is seen on a daily basis, to remind the people about
the project and to show the scores
 Special events, screen savers and other real world actions
remind the people about the game and energy saving overall
 Mini-games engage the people, motivate them to find out about
energy efficiency, and some games give ideas for energy saving
 Customizing the games for each building makes a mental
connection between the real world and the game ideas
Two levels of play
Minigames
 Brief single-player, one-session, 1...5 minutes / gameplay
 Always related to energy use
     Can be educational or simply serve to engage players
     For engagment-only games, the education comes from further info
Metagame/Framework/MMO/MSO
 On-going for the whole (academic) year 2010-2011
 World and Buildings that contain the minigames
 Gives context, story, place and meaning
 Demonstrates the results of the player involvement and pilot
  efficiency progress:
     buildings get improved or decrepit

  A TECHNICAL ANNEX DESCRIBES THE GAME’S ARCHITECTURE
Competition and Collaboration
                    COMPETE                               COLLABORATE

             Each other in minigames‟ high-      Collaborate to gain score for
              score lists (in buildings)           the pilot building by playing
PLAYERS                                            minigames (can play for
             Each other in a minigame by          others’ buildings too!)
              challenging somebody else



             Buildings compete each              Buildings/cities collaborate
              other by total                       together to lower the total
GROUPS        score/achievements earned            energy consumption as
              by a building as visualized in       visualized in front page
              the frontpage (e.g. ”Luleå is
              greener than Helsinki”)
Structured Incentives: Scoring
Personal level
     Each player has her own game-play and score records for each game
     These scores can be compared and ranked to make top-lists and compare with other players
Building level
     Basic unit is kWh
     Basic level is estimated consumption (use history and trends)
     Scores from different games can be compared to similar scores from other buildings
     Combined scores from games gain achievements which have an effect on building consumption
     The total score is calculated from estimates, compared to real consumption, which is modified with the
      achievements
Europe level
     Buildings can be compared together
     There is a common enemy, against which all of the buildings are fighting together
     The better the buildings do, the greener Europe gets

    A TECHNICAL ANNEX DESCRIBES THE SCORING
Structured Incentives: Achievements
Players win achievements in minigames/quizzes, and they
  are placed on buildings. Different minigames yield different
  achievements.

Achievements are energy saving and "green" symbols:
 Clean Air
 Solar panels
 Plants & trees
 „Smart‟ Electrical Equipment
 Wind turbines
Structured Incentives: Achievements
Each model can be achieved by playing a game that corresponds to the functionality
  of the equipment, e.g. energy-saving lights can be achieved by playing the „Lights Off‟ game.

Each equipment has levels, which can be achieved by playing the games even more.
  Higher level equipment cause more bonus to the score. Each level also has its own graphics.

The achieved equipment will be seen at least at the building view, and also maybe on
  the map of Europe (needs prototyping).

There should also be an indicator to show that there are achievements that have not
  yet been gained. These indicators should tell the criteria for the achievement, e.g. "Play 30
  rounds of Lights off game to gain the Light timer. The light timer gives you 2% bonus to your
  score". The percentage of bonus gained does not need to have any real-life based value. It is
  purely a game-play element. But if wanted, there could be some "information box" about the
  equipment, giving some real-world based info.
Getting out of the virtual

       Screens in building lobbies showing visualization of the game
         Map and buildings (entry view front-page)
         Pilot buildings pages
         Energy use visualisations
         Player social interaction – challenges, achievements, etc

       Special events with in-game and out-game advertising (Find
        the lowpoint-day...)

       Screenshot.exe to be installed, with game reminders
Chapter II
   Schedule of meta-game: Greening the Place
Timeline
     Behaviour change needs time
           Game design aims to be engaging for 12+ months
     Beta-test period required – 3 months
           testing social tools, user feedback
     Full release period – 9 months
           Centred on mid-winter
           Leaving 3 months for reporting


Jun       Jul     Aug   Sept   Oct   Nov   Dec   Jan     Feb     Mar   Apr   May   Jun     Jul       Aug

      Beta-test                            Full release period                           Reporting
Scheduled Events
   One event per week to catch attention
       Special scoring bonuses for selected mini-games
       Quizzes to test energy-efficiency (EE) knowledge
       Pilot-specific events run by „green champions‟


   Thus point-of-interaction for player is mutable
       Any relevant kind of activity can be slotted in
       Quizzes, games & local events are equivalent, but each should have a
        different effect on participants: we may predict that games are the
        most engaging, quizzes give best educational value, etc
Schedule
      Repetition & predictability makes conformity & behaviour
       change easy
            2 weeks of games, 1 week for quiz & 1 week for special event
            Repeat pattern every month
            Advertise the schedule and highlight the weekly event on the site and
             across all other available media

Week 1        Week 2         Week 3        Week 4        Week 5       Week 6       Week 7         Week 8       ...
Quiz on EE    Electrickery   Lecture in    AirConTroll   Quiz on EE   EnergyDash   EE challenge   ReNewer
knowledge     play bonus     pilot on EE   play bonus    knowledge    Play bonus                  play bonus
Chapter III
   An end-to-end instance of play
Entry Point View
   Stylistic map of Europe with the buildings at
    their locations
   Overall score reflected in each building‟s
    environment: greyness vs cheeriness
   Player activity shows as achievement icons
    around the building
   Oil pipelines cluster & join to each building
   The less energy is used, the smaller the cluster
    & greener the type
   The more energy in building used, more it
    detoriates visually
   Clicking on a building leads to pilot view




A TECHNICAL ANNEX DESCRIBES THE GRAPHICAL LAYOUT
Pilot View

       Show tabs with pilot's statistics in categories
           Achievements (list of what is visible: Flags,
            Flowers)
           Show top supporter scores, including
            "Green Hero of the week“
           Overview of ”educational scores”: which
            appliances were least well known in this
            city
       Show overall score and comparison to
        other buildings
       Show building detoriate, if bad score
       Show building improve, if good score
       Show current scoring events in schedule
       Clicking on games list leads to game view
Game Choice View
    If player not logged in: ask for username & password or
     "play as a guest" – button (this is where you log in!)
                                                                 Window
                                                                 Watcher    Lights Out

    Guest gamers contribute to house's score with some
     multiplier
                                                                   Air
                                                                            Electricker

     For registered users, the game view shows "real-time"
                                                                 ConTroll
                                                                                y



     rankings of the building, 3 best and 2 better and 2 worse
     of the players
    Game view shows weekly scores of each building below
     each others. Player's score is added to own building
     score after game over
    Player can send a challenge to any other player = score
     and optional message.
    Games visually „localized‟ so they remind of player's own
     building
Energy Dash   Window Watcher   Lights Out




 ReNewer       Air ConTroll    Electrickery
Game Play
   Chosen mini-game appears against background
    of pilot
   Graphics relate game directly to pilot building
       Oil pipe „filling‟ the game panel, coming from pilot
        building background image
Debrief/Information View
   Shown when player completes game
                                                            Further Information
   Relates to thematic content of game, and to
    relevant pilot building                              Your Work Place         Reading Materials
                                                                                 Saving Energy
   Visualisation of current pilot energy-efficiency                             ...
                                                                                 Saving Water
    status, with opportunity to „go deeper‟ & see full                           ...
    data sets                                                                    Carbon Calculators
                                                                                 ...
   Breakdown of player‟s effect on pilot status                                 Info on Lights
                                                                                 ...
   Suggested actions                                            (visual to be completed)

   Links to relevant external sites and tools –
    anything to do with energy area covered in
    game, or with the pilot itself (local events etc)
   All info displayed is contextual and changes each
    time and for each pilot
Further Information
                       Further Information

                                                      Reading Materials
Your Work Place: Now
                        Saving electricity

                        Do you know why it's so important to save electricity at your house? It's because electric
                        companies often produce electricity by burning fossil fuels such as coal, oil, and natural
                        gas. The burning of fossil fuels contributes to global warming and pollutes the air.

                        Saving water

                        1. Water-saving technology for the home includes:
                        2. Low-flow shower heads (sometimes called energy-efficient shower heads as they
                           also use less energy, due to less water being heated)
                        3. Low-flush toilets, composting toilets and waterless urinals, have a dramatic impact
                           in the developed world, as conventional Western toilets use large volumes of water.
                           Even saline water (sea water) can be used for flushing.
                        4. Faucet aerators, which break water flow into fine droplets to maintain "wetting
                           effectiveness" while using less water. As a bonus, they reduce splashing while
                           washing hands and dishes.
                        5. Waterless car wash
                        6. Rainwater harvesting
                        7. Infrared or foot operated faucets can save water by using short bursts of water for
                           rinsing in the kitchen or bathroom.

                        Carbon Calculators

                                (visual to be completed)
Chapter IV
   Extra views, miscellaneous
Player View
   Player goes here to see own
    statistics
       Games tried, number of tries
       Scores on games
       Rank
       Social interactions: messages
   Account information
       Some editable (personal/sensitive)
       Some not (records must be
        maintained for data mining player
        behaviours)
Other Buildings
Thank you

ben.cowley@hse.fi | +358403538339

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'Green My Place' design Jan09 V0.7

  • 1. Green My Place! A ”serious game” MSO/MMO-concept to demonstrate behaviour transformation in energy awareness CKIR-HSE, Mahtava Development Oy V0.7
  • 2. CHAPTER I  Meta-game instantiation: snapshot
  • 3. Green My Building!  A Game Concept aimed at achieving behaviour transformation through energy awareness.  Multiplayer game played with a www-browser in 5 different building locations during ~1 year.  Players play simple, fast eco-action based games to win tools/trophys to upgrade their Pilot Building and make it the best among the 5 buildings.
  • 4. The Story Europe is in danger! Dr. Waste has Europe in his grip, keeping people in the dark about smart energy-use. While people are forced to use huge amounts of unnecessary, unclean energy, Dr. Waste burns oil and coal and cuts down forests to feed his profits. This is going to cause big environmental problems... You want it better! By saving energy within the whole EU area, Dr. Waste can be defeated. Take back the money from wasted energy and invest it into greening up the place! Sustainable energy, like water, solar and wind power, plus efficient behaviour will make Dr. Waste a thing of the past. You and your friends in Luleå, Manchester, Helsinki, Lisboa and Leiden have a common goal: Greener Europe. Fight for it and make the Europe a more beautiful, sustainable place. And remember: if you are the most effective one, you and your country will be counted as leaders in the fight to go green.
  • 5. How it integrates to real life?  Real world energy saving has an effect in the game  The game is seen on a daily basis, to remind the people about the project and to show the scores  Special events, screen savers and other real world actions remind the people about the game and energy saving overall  Mini-games engage the people, motivate them to find out about energy efficiency, and some games give ideas for energy saving  Customizing the games for each building makes a mental connection between the real world and the game ideas
  • 6. Two levels of play Minigames  Brief single-player, one-session, 1...5 minutes / gameplay  Always related to energy use  Can be educational or simply serve to engage players  For engagment-only games, the education comes from further info Metagame/Framework/MMO/MSO  On-going for the whole (academic) year 2010-2011  World and Buildings that contain the minigames  Gives context, story, place and meaning  Demonstrates the results of the player involvement and pilot efficiency progress:  buildings get improved or decrepit A TECHNICAL ANNEX DESCRIBES THE GAME’S ARCHITECTURE
  • 7. Competition and Collaboration COMPETE COLLABORATE  Each other in minigames‟ high-  Collaborate to gain score for score lists (in buildings) the pilot building by playing PLAYERS minigames (can play for  Each other in a minigame by others’ buildings too!) challenging somebody else  Buildings compete each  Buildings/cities collaborate other by total together to lower the total GROUPS score/achievements earned energy consumption as by a building as visualized in visualized in front page the frontpage (e.g. ”Luleå is greener than Helsinki”)
  • 8. Structured Incentives: Scoring Personal level  Each player has her own game-play and score records for each game  These scores can be compared and ranked to make top-lists and compare with other players Building level  Basic unit is kWh  Basic level is estimated consumption (use history and trends)  Scores from different games can be compared to similar scores from other buildings  Combined scores from games gain achievements which have an effect on building consumption  The total score is calculated from estimates, compared to real consumption, which is modified with the achievements Europe level  Buildings can be compared together  There is a common enemy, against which all of the buildings are fighting together  The better the buildings do, the greener Europe gets A TECHNICAL ANNEX DESCRIBES THE SCORING
  • 9. Structured Incentives: Achievements Players win achievements in minigames/quizzes, and they are placed on buildings. Different minigames yield different achievements. Achievements are energy saving and "green" symbols:  Clean Air  Solar panels  Plants & trees  „Smart‟ Electrical Equipment  Wind turbines
  • 10. Structured Incentives: Achievements Each model can be achieved by playing a game that corresponds to the functionality of the equipment, e.g. energy-saving lights can be achieved by playing the „Lights Off‟ game. Each equipment has levels, which can be achieved by playing the games even more. Higher level equipment cause more bonus to the score. Each level also has its own graphics. The achieved equipment will be seen at least at the building view, and also maybe on the map of Europe (needs prototyping). There should also be an indicator to show that there are achievements that have not yet been gained. These indicators should tell the criteria for the achievement, e.g. "Play 30 rounds of Lights off game to gain the Light timer. The light timer gives you 2% bonus to your score". The percentage of bonus gained does not need to have any real-life based value. It is purely a game-play element. But if wanted, there could be some "information box" about the equipment, giving some real-world based info.
  • 11. Getting out of the virtual  Screens in building lobbies showing visualization of the game  Map and buildings (entry view front-page)  Pilot buildings pages  Energy use visualisations  Player social interaction – challenges, achievements, etc  Special events with in-game and out-game advertising (Find the lowpoint-day...)  Screenshot.exe to be installed, with game reminders
  • 12. Chapter II  Schedule of meta-game: Greening the Place
  • 13. Timeline  Behaviour change needs time  Game design aims to be engaging for 12+ months  Beta-test period required – 3 months  testing social tools, user feedback  Full release period – 9 months  Centred on mid-winter  Leaving 3 months for reporting Jun Jul Aug Sept Oct Nov Dec Jan Feb Mar Apr May Jun Jul Aug Beta-test Full release period Reporting
  • 14. Scheduled Events  One event per week to catch attention  Special scoring bonuses for selected mini-games  Quizzes to test energy-efficiency (EE) knowledge  Pilot-specific events run by „green champions‟  Thus point-of-interaction for player is mutable  Any relevant kind of activity can be slotted in  Quizzes, games & local events are equivalent, but each should have a different effect on participants: we may predict that games are the most engaging, quizzes give best educational value, etc
  • 15. Schedule  Repetition & predictability makes conformity & behaviour change easy  2 weeks of games, 1 week for quiz & 1 week for special event  Repeat pattern every month  Advertise the schedule and highlight the weekly event on the site and across all other available media Week 1 Week 2 Week 3 Week 4 Week 5 Week 6 Week 7 Week 8 ... Quiz on EE Electrickery Lecture in AirConTroll Quiz on EE EnergyDash EE challenge ReNewer knowledge play bonus pilot on EE play bonus knowledge Play bonus play bonus
  • 16. Chapter III  An end-to-end instance of play
  • 17. Entry Point View  Stylistic map of Europe with the buildings at their locations  Overall score reflected in each building‟s environment: greyness vs cheeriness  Player activity shows as achievement icons around the building  Oil pipelines cluster & join to each building  The less energy is used, the smaller the cluster & greener the type  The more energy in building used, more it detoriates visually  Clicking on a building leads to pilot view A TECHNICAL ANNEX DESCRIBES THE GRAPHICAL LAYOUT
  • 18.
  • 19. Pilot View  Show tabs with pilot's statistics in categories  Achievements (list of what is visible: Flags, Flowers)  Show top supporter scores, including "Green Hero of the week“  Overview of ”educational scores”: which appliances were least well known in this city  Show overall score and comparison to other buildings  Show building detoriate, if bad score  Show building improve, if good score  Show current scoring events in schedule  Clicking on games list leads to game view
  • 20.
  • 21. Game Choice View  If player not logged in: ask for username & password or "play as a guest" – button (this is where you log in!) Window Watcher Lights Out  Guest gamers contribute to house's score with some multiplier Air Electricker For registered users, the game view shows "real-time" ConTroll  y rankings of the building, 3 best and 2 better and 2 worse of the players  Game view shows weekly scores of each building below each others. Player's score is added to own building score after game over  Player can send a challenge to any other player = score and optional message.  Games visually „localized‟ so they remind of player's own building
  • 22. Energy Dash Window Watcher Lights Out ReNewer Air ConTroll Electrickery
  • 23. Game Play  Chosen mini-game appears against background of pilot  Graphics relate game directly to pilot building  Oil pipe „filling‟ the game panel, coming from pilot building background image
  • 24.
  • 25. Debrief/Information View  Shown when player completes game Further Information  Relates to thematic content of game, and to relevant pilot building Your Work Place Reading Materials Saving Energy  Visualisation of current pilot energy-efficiency ... Saving Water status, with opportunity to „go deeper‟ & see full ... data sets Carbon Calculators ...  Breakdown of player‟s effect on pilot status Info on Lights ...  Suggested actions (visual to be completed)  Links to relevant external sites and tools – anything to do with energy area covered in game, or with the pilot itself (local events etc)  All info displayed is contextual and changes each time and for each pilot
  • 26. Further Information Further Information Reading Materials Your Work Place: Now Saving electricity Do you know why it's so important to save electricity at your house? It's because electric companies often produce electricity by burning fossil fuels such as coal, oil, and natural gas. The burning of fossil fuels contributes to global warming and pollutes the air. Saving water 1. Water-saving technology for the home includes: 2. Low-flow shower heads (sometimes called energy-efficient shower heads as they also use less energy, due to less water being heated) 3. Low-flush toilets, composting toilets and waterless urinals, have a dramatic impact in the developed world, as conventional Western toilets use large volumes of water. Even saline water (sea water) can be used for flushing. 4. Faucet aerators, which break water flow into fine droplets to maintain "wetting effectiveness" while using less water. As a bonus, they reduce splashing while washing hands and dishes. 5. Waterless car wash 6. Rainwater harvesting 7. Infrared or foot operated faucets can save water by using short bursts of water for rinsing in the kitchen or bathroom. Carbon Calculators (visual to be completed)
  • 27. Chapter IV  Extra views, miscellaneous
  • 28. Player View  Player goes here to see own statistics  Games tried, number of tries  Scores on games  Rank  Social interactions: messages  Account information  Some editable (personal/sensitive)  Some not (records must be maintained for data mining player behaviours)
  • 29.