A Guideline to Develop a Game Platform to Collect Energy Consumption Data From Residences in Developing Countries

A Guideline to Develop a Game Platform to Collect Energy Consumption Data From Residences in Developing Countries

Marcos Aurelio Domingues, Leonardo A. Alves, Rogerio Salvini, Dante Carrizo, Diego Issicaba, Mauro Rosa
DOI: 10.4018/978-1-6684-4291-3.ch013
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Abstract

In this chapter, the authors propose a guideline to develop a mobile platform to collect data that makes it possible to predict energy consumption in residences in developing countries. The platform consists of a game that can be played individually or by a team (i.e., a family) that lives in the same house. From time to time, a person or family members will receive some challenges (i.e., some questions) that must be reached (i.e., answered) to collect the energy consumption habits data. The context of the game is in an aquarium, where a small fish will evolve or not during the game. The fish will live in this environment that starts very clean, and with the actions of the user concerning the challenges, may suffer an evolution or degradation. By using gamification techniques, the challenges will persuade the person or family members to provide directly or indirectly the energy consumption habits data for each electronic device. All data collected with the game platform can be analyzed through different types of analysis by using a dashboard.
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Introduction

Nowadays, the managing of energy consumption has proved that the smart metering system is an effective scheme. The smart meters have the capability of transmitting energy usage information in real time to parties that matter, such as power generation stations, transmission stations, distribution stations and customers. Thus, qualitative decisions concerning generation, distribution and usage of power can be made. This energy usage information helps to match demand with supply hence reducing cost of production, increasing profitability, reducing waste and bringing higher customer satisfaction (Keelson, Boateng, & Ghansah, 2014), (Johnson, Horton, Mulcahy, & Foth, 2017), (AlSkaif, Lampropoulos, van den Broek, & van Sark, 2018). Despite the many benefits offered by smart meters, most developing countries such as Brazil still hold on to standalone energy meters that offer less capabilities.

In order to provide a system that can easily be used in developing countries to obtain energy consumption data, this chapter proposes a guideline for developing a mobile platform to collect data that make possible the prediction of energy consumption habits in residences. The platform consists of a game that can be played individually or by a family (i.e. a team) that lives in the same house. From time to time, a person or the members of the family will receive some challenges (i.e. some questions) that must be reached (i.e. answered) in order to collect the energy consumption habits data. The challenges will persuade the person or the members of the family to provide directly or indirectly the energy consumption data by using gamification techniques. An illustration of the mobile platform usage is presented in Figure 1.

Figure 1.

Usage of the mobile platform

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Figure 2 shows an example of data that must be collected by the platform. As already stated, the mobile platform will use gamification techniques to collect such consumption habits data. Gamification can be defined as the usage of game mechanics and game thinking in serious contexts (Odobašić, Medak, & Miler, 2013).

Figure 2.

An example of data that must be collected to predict energy consumption

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The data collected by the mobile platform can be used as input by several algorithms to predict the energy consumption of a house (Biswas, Robinson, & Fumo, 2016), (Dong, Li, Rahman, & Vega, 2016). The data collection obtained through a mobile platform is devised for developing countries, where the large-scale use of smart meters is far from a reality. The procedure regarding acquiring data can be based on an aperiodic inquire of information (a less user attractive manner), inputting information when devices are turned on and turned off (a more user attractive manner), and the combination of both. Notice that, for practical purposes, it is not relevant to collect data from devices each second, if the application is directed to computing the total amount of energy consumed in a given day, for instance. The mobile application then can work as a virtual smart meter whose information is given by the interested user, which is brought to contribute to a database by means of a game application. Furthermore, it can provide condensed information and prognostics about the energy consumption in a given interval of time (day, hour, all the time, etc) in order to make the user more active towards energy responsibility and sustainability.

In this chapter the authors provide a deep guideline about how to develop such a platform. The remaining of this chapter is organized as follows. In section BACKGROUND the authors present some background required to understand the proposal. In section SOLUTIONS AND RECOMMENDATIONS, proposal, design and development of the game platform are described. Finally, the FINAL REMARKS are presented.

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Background

In this section, the authors discuss some background concepts and definitions required to understand their work.

Key Terms in this Chapter

Mobile game: A mobile game is a video game that is typically played in a mobile phone.

Residence: A residence is a person’s home or the place where someone lives.

Smart Cities: A smart city is an urban area that uses different types of electronic methods and sensors to collect data. Insights gained from that data are used to manage assets, resources, and services efficiently.

Gamification: Gamification can be defined as the usage of game mechanics and game thinking in serious contexts.

Guideline: A guideline is a statement by which to determine a course of action. A guideline aims to streamline particular processes according to a set routine or sound practice.

Developing Countries: Developing countries are, in general, countries that have not achieved a significant degree of industrialization relative to their populations, and have, in most cases, a medium to low standard of living.

Energy Consumption Behavior: Energy consumption behavior is often characterized as a set of individual actions that influence energy consumption.

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