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Serious Games for Energy Applications in the Built Environment: A Systematic Review

aut.relation.articlenumber104826
aut.relation.endpage104826
aut.relation.journalEnergy Research and Social Science
aut.relation.startpage104826
aut.relation.volume138
dc.contributor.authorDaemei, Abdollah Baghaei
dc.contributor.authorIzadyar, Nima
dc.contributor.authorAssareh, Ehsanolah
dc.contributor.authorLukosch, Heide Karen
dc.contributor.authorSantamouris, Matthaios
dc.contributor.authorAl Salam, Mona Abd
dc.contributor.authorGhaffarianhoseini, Amirhosein
dc.contributor.authorGhaffarianHoseini, Ali
dc.date.accessioned2026-07-23T02:46:07Z
dc.date.issued2026-07-08
dc.description.abstractEnergy use in buildings is a major global challenge because it depends not only on technologies, but also on how people understand, operate, and respond to building systems. Serious games and gamified applications have been used to improve energy literacy, encourage energy-saving behavior, and support energy-related decision-making. However, evidence remains fragmented across building contexts, user groups, technologies, design approaches, and evaluation methods. It is still unclear how these interventions are designed, who they serve, and whether they produce measurable energy outcomes in real built-environment settings. This systematic literature review examines serious games and gamified applications for energy-related purposes in the built environment. The review analyses 69 empirical studies published between 2008 and 2026. Studies were examined according to application context, target users, learning objectives, game design features, interaction mechanisms, technologies, evaluation approaches, reported outcomes, and limitations across residential, educational, professional, and urban energy contexts. Findings show that most interventions target non-professional users, especially students and household residents, and are mainly evaluated in educational or controlled settings. Game design is dominated by accomplishment- and social-influence-based mechanisms, including challenges, points, feedback, progression, badges, competition, leaderboards, collaboration, and social comparison. More advanced approaches, including real-time building data, adaptive feedback, artificial intelligence, immersive environments, and professional decision-support tools, remain limited. Some studies reported short-term energy reductions, but evidence of sustained and independently verified real-world energy impact remains weak. The review contributes a hierarchical taxonomy linking system purpose, motivational design, user-building interaction, technological integration, and evaluation strategy, supporting future real-world, data-driven, and longitudinally validated interventions.
dc.identifier.citationEnergy Research and Social Science, ISSN: 2214-6296 (Print); 2214-6326 (Online), Elsevier, 138, 104826-104826. doi: 10.1016/j.erss.2026.104826
dc.identifier.doi10.1016/j.erss.2026.104826
dc.identifier.issn2214-6296
dc.identifier.issn2214-6326
dc.identifier.urihttp://hdl.handle.net/10292/21607
dc.languageen
dc.publisherElsevier
dc.relation.urihttps://www.sciencedirect.com/science/article/pii/S2214629626002975
dc.rightsCreative Commons Attribution 4.0 International
dc.rights© 2026 The Authors. Published by Elsevier Ltd. Open access.
dc.rights.accessrightsOpenAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subject46 Information and Computing Sciences
dc.subject4608 Human-Centred Computing
dc.subject33 Built Environment and Design
dc.subjectBehavioral and Social Science
dc.subject7 Affordable and Clean Energy
dc.subject1604 Human Geography
dc.subject1605 Policy and Administration
dc.subjectSerious games
dc.subjectGamification
dc.subjectBuilt environment
dc.subjectEnergy behavior
dc.subjectEnergy efficiency
dc.subjectEnergy-related decision-making
dc.subjectEnergy literacy
dc.titleSerious Games for Energy Applications in the Built Environment: A Systematic Review
dc.typeJournal Article
pubs.elements-id769937

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