Human brains are wired to enjoy the challenges, positive feedback, and social bonding that games provide. In recent years, utilities have been exploring the use of games to motivate people to save energy. In 2014, Con Edison worked with Cornell University and ThinkEco to use gamification to promote residential demand response. The pilot offered customers with room air conditioners a way to entered into a raffle with multiple reward tiers based on load reduction. Results from the pilot revealed raffle-based incentives improved upon the traditional fixed-rebate incentives by increasing the average demand reduction, all while reducing the overall incentives payment.
3. Gaming Statistics
• Gaming is a $22.4 billion dollar industry.
• 44% of gamers are female. Most frequent female
gamer is on average 43 years old.
• 35% of the people surveyed use their
smartphone for gaming.
• Gamers play an average of 6.5 hours a week.
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
4. Why do we like games?
• Studies have shown gaming to be an
effective way to engage participants
in a reward system.
• Research have shown gamers to
have higher level of dopamine
release in the brain than non-
gamers.
• Dopamine is associated with
happiness and euphoria.
http://discovermagazine.com/2007/brain/video-games#.UcmtcjvVB68
6. Managing Summer Peak Demand
• Over 6 million room AC on
Con Edison’s system
• Unit capacity 500 - 2000 W
• Represents ~2,500 MW of
load
• ~20% of summer time load
11. Gamification Project Concept
11
• Behavioral bias: Overweighting small probabilities
– Large gamble is preferred to small but certain rewards
• Basic Idea: rather than pay each customer his/her
contributed marginal benefit; pool total system benefit and
raffle a few large rewards
• Benefits:
– Can circumvent ‘small payment syndrome’
– Cost effective: can actually pay less on an average customer
basis
– Repeated payments for performance will reinforce the bias
12. • Experimental Group
– Lottery incentive
– N = 200 households
• Control Group
– Fixed rebate incentive of $25 for entire summer
– N = 200 households
• Demand Response Events
– Each event is 4 hours in duration (7 PM - 11 PM)
– 5ºF temperature setpoint increase
– 6 Events called over the summer 2014 (unseasonably cool)
12
The Experiment Design
14. 14
Mean Customer Participation Times
The difference in performance is most pronounced on the
hottest day.
µe = mean event participation time for experimental group
µc = mean event participation time for control group
15. • The average marginal cost to the utility was
– experimental group: $0.67 / hour of customer participation
– control group: $1.1 / hour of customer participation
15
Mean Customer Participation Times
17. • Early winners stayed more engaged even with small prizes
• Lowered incentive payout
• Incentive design for (disruptive) load control programs
should exploit these behavioral biases
17
Findings
Talk about a project that tied together two very different concepts, gaming and demand response.
Maybe ask directly if audience recognizes the 2048 game.
(move up so customers can see the app and think about games right away)